Work on separating widget from main application

+ Thanks @OgreTransporter for help in #4!
+ Closes #4
This commit is contained in:
Shaun Reed 2022-08-07 13:12:12 -04:00
parent 432bf9919c
commit 249a2b4446
31 changed files with 913 additions and 718 deletions

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@ -3,7 +3,7 @@
## ##
## Project for working with OpenGL and Qt6 widgets ##
################################################################################
cmake_minimum_required(VERSION 3.5)
cmake_minimum_required(VERSION 3.2)
project(
#[[NAME]] Qtk
@ -16,72 +16,177 @@ set(CMAKE_INCLUDE_CURRENT_DIR ON)
set(CMAKE_AUTOUIC ON)
set(CMAKE_AUTOMOC ON)
set(CMAKE_AUTORCC ON)
set(CMAKE_CXX_STANDARD 11)
set(CMAKE_CXX_STANDARD 17)
set(CMAKE_CXX_STANDARD_REQUIRED ON)
option(QTK_DEBUG "Enable debugger" ON)
option(BUILD_SHARED_LIBS "Build shared library" ON)
option(ASSIMP_NEW_INTERFACE "Use assimp::assimp as target instead of assimp" OFF)
################################################################################
# External Libraries
################################################################################
# For CLion builds, point CMAKE_PREFIX_PATH to Qt6 install directory
list(APPEND CMAKE_PREFIX_PATH $ENV{HOME}/Code/Clones/Qt/6.3.1/gcc_64/)
# Find Qt
find_package(Qt6 COMPONENTS OpenGLWidgets)
if (NOT Qt6_FOUND)
message(SEND_ERROR "Unable to find Qt6 at CMAKE_PREFIX_PATH: ${CMAKE_PREFIX_PATH}")
message(FATAL_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()
################################################################################
# External Libraries
################################################################################
# Find Assimp
# https://github.com/assimp/assimp/commit/6ac8279977c3a54118551e549d77329497116f66
find_package(assimp REQUIRED)
option(ASSIMP_NEW_INTERFACE "Use assimp::assimp as target instead of assimp" OFF)
include(GenerateExportHeader)
################################################################################
# Qtk
################################################################################
set(PUBLIC_HEADERS
src/mainwidget.h
src/abstractscene.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/mainwidget.cpp
src/abstractscene.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
)
qt_add_library(qtk-widget STATIC ${PUBLIC_HEADERS} ${SOURCE_FILES})
target_include_directories(qtk-widget PRIVATE src/ app/)
generate_export_header(qtk-widget)
set_target_properties(qtk-widget PROPERTIES
PUBLIC_HEADER "${PUBLIC_HEADERS}"
VERSION ${PROJECT_VERSION}
)
target_include_directories(qtk-widget PUBLIC $<BUILD_INTERFACE:${CMAKE_CURRENT_SOURCE_DIR}>)
if(BUILD_SHARED_LIBS)
target_compile_definitions(qtk-widget PRIVATE QTK_EXPORT PUBLIC QTK_SHARED)
target_link_libraries(qtk-widget PRIVATE Qt6::OpenGLWidgets)
if(ASSIMP_NEW_INTERFACE)
target_link_libraries(qtk-widget PUBLIC assimp::assimp)
else()
target_link_libraries(qtk-widget PUBLIC assimp)
endif()
else()
target_compile_definitions(qtk-widget PUBLIC QTK_STATIC)
target_link_libraries(qtk-widget PUBLIC Qt6::OpenGLWidgets)
if(ASSIMP_NEW_INTERFACE)
target_link_libraries(qtk-widget PUBLIC assimp::assimp)
else()
target_link_libraries(qtk-widget PUBLIC assimp)
endif()
endif()
if(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
################################################################################
file(WRITE ${CMAKE_CURRENT_BINARY_DIR}/resources.h "#ifndef QTK_RESOURCES_H\n#define QTK_RESOURCES_H\n#define QTK_RESOURCES_DIR \"${CMAKE_SOURCE_DIR}/resources\"\n#endif\n")
# Add our Qt resources.qrc file to our application
set(SOURCES app/main.cpp)
qt6_add_big_resources(SOURCES resources.qrc)
qt_add_executable(qtk ${SOURCES})
set(SOURCES
src/mainwidget.cpp src/mainwidget.h
src/mainwindow.cpp src/mainwindow.h src/mainwindow.ui
src/input.cpp src/input.h
src/mesh.cpp src/mesh.h
src/texture.cpp src/texture.h
src/object.cpp src/object.h
src/meshrenderer.cpp src/meshrenderer.h
src/camera3d.cpp src/camera3d.h
src/skybox.cpp src/skybox.h
src/transform3D.cpp src/transform3D.h
src/model.cpp src/model.h
src/scene.cpp src/scene.h
src/resourcemanager.cpp src/resourcemanager.h
set(QTK_APP_SOURCES app/main.cpp
app/mainwindow.cpp app/mainwindow.h app/mainwindow.ui
app/scene.cpp app/scene.h
app/resourcemanager.cpp app/resourcemanager.h
${CMAKE_CURRENT_BINARY_DIR}/resources.h
)
qt_add_library(main-widget STATIC ${SOURCES})
qt6_add_big_resources(QTK_APP_SOURCES resources.qrc)
target_include_directories(main-widget PUBLIC src/)
if(ASSIMP_NEW_INTERFACE)
target_link_libraries(main-widget PRIVATE assimp::assimp)
else()
target_link_libraries(main-widget PRIVATE assimp)
endif()
target_link_libraries(main-widget PUBLIC Qt6::OpenGLWidgets)
if(WIN32)
find_package(OpenGL REQUIRED)
target_link_libraries(main-widget PUBLIC OpenGL::GL)
endif()
qt_add_executable(qtk-app ${QTK_APP_SOURCES})
target_include_directories(qtk-app PRIVATE src/ app/)
target_link_libraries(qtk PUBLIC main-widget)
# Link qtk-app executable to main qtk-widget library
target_link_libraries(qtk-app PRIVATE Qt6::OpenGLWidgets qtk-widget)
# Link qtk executable to main main-widget library
set_target_properties(qtk PROPERTIES
set_target_properties(qtk-app 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-app
BUNDLE DESTINATION .
LIBRARY DESTINATION ${CMAKE_INSTALL_LIBDIR}
)
generate_export_header(main-widget)
if(WIN32)
get_target_property(_qt6_qmake_location Qt6::qmake IMPORTED_LOCATION)
execute_process(COMMAND "${_qt6_qmake_location}" -query QT_INSTALL_PREFIX RESULT_VARIABLE return_code OUTPUT_VARIABLE qt6_install_prefix OUTPUT_STRIP_TRAILING_WHITESPACE)
file(TO_NATIVE_PATH "${qt6_install_prefix}/bin" qt6_install_prefix)
if(TARGET Qt6::windeployqt)
add_custom_command(TARGET qtk-app
POST_BUILD
COMMAND set PATH=%PATH%$<SEMICOLON>${qt6_install_prefix}
COMMAND Qt6::windeployqt --dir "${CMAKE_BINARY_DIR}/windeployqt" "$<TARGET_FILE_DIR:qtk-app>/$<TARGET_FILE_NAME:qtk-app>"
)
install(DIRECTORY "${CMAKE_BINARY_DIR}/windeployqt/" DESTINATION bin)
endif()
if(MSVC AND TARGET Qt6::qmake)
set(VSUSER_FILE ${CMAKE_CURRENT_BINARY_DIR}/qtk-app.vcxproj.user)
file(TO_NATIVE_PATH "${assimp_DIR}/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")
file(APPEND ${VSUSER_FILE} " <PropertyGroup>\n")
file(APPEND ${VSUSER_FILE} " <LocalDebuggerEnvironment>Path=$(SolutionDir)\\lib\\$(Configuration);${qt6_install_prefix};${assimp_bin};$(Path)\n")
file(APPEND ${VSUSER_FILE} "$(LocalDebuggerEnvironment)</LocalDebuggerEnvironment>\n")
file(APPEND ${VSUSER_FILE} " <DebuggerFlavor>WindowsLocalDebugger</DebuggerFlavor>\n")
file(APPEND ${VSUSER_FILE} " </PropertyGroup>\n")
file(APPEND ${VSUSER_FILE} "</Project>\n")
endif()
endif()

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@ -1,11 +1,13 @@
#include "mainwindow.h"
#include "ui_mainwindow.h"
#include <mainwindow.h>
#include <ui_mainwindow.h>
MainWindow::MainWindow(QWidget *parent) :
QMainWindow(parent),
ui(new Ui::MainWindow)
{
ui->setupUi(this);
mScene = new ExampleScene();
ui->openGLWidget->setScene(mScene);
setWindowIcon(QIcon("../resources/icon.png"));
}

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@ -3,13 +3,15 @@
#include <QMainWindow>
#include "main-widget_export.h"
#include <qtk-widget_export.h>
#include <scene.h>
namespace Ui {
class MainWindow;
}
class MAIN_WIDGET_EXPORT MainWindow : public QMainWindow
class QTK_WIDGET_EXPORT MainWindow : public QMainWindow
{
Q_OBJECT
@ -19,6 +21,7 @@ public:
private:
Ui::MainWindow *ui;
Qtk::Scene * mScene;
};
#endif // MAINWINDOW_H

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@ -14,7 +14,7 @@
<string>Qtk - MainWindow</string>
</property>
<widget class="QWidget" name="centralwidget">
<widget class="MainWidget" name="openGLWidget">
<widget class="Qtk::MainWidget" name="openGLWidget">
<property name="geometry">
<rect>
<x>10</x>

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@ -6,19 +6,4 @@
## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##
##############################################################################*/
#include "resourcemanager.h"
#include <algorithm>
#include <string>
#include <QtGlobal>
static std::string nixPath(std::string path)
{
#ifdef Q_OS_WINDOWS
std::replace(path.begin(), path.end(), '\\', '/');
#endif
return path;
}
std::string RM::resourcesDir =
std::string(__FILE__).substr(0, nixPath(__FILE__).find("src/"))
+ "resources/";
#include <resourcemanager.h>

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@ -8,6 +8,8 @@
#include <string>
#include <resources.h>
#ifndef QTK_RESOURCEMANAGER_H
#define QTK_RESOURCEMANAGER_H
@ -26,10 +28,8 @@ public:
*/
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] == ':' ? resourcesDir + path.substr(2) : path;
return path[0] == ':' ? QTK_RESOURCES_DIR + path.substr(1) : path;
}
static std::string resourcesDir;
} RM;
#endif //QTK_RESOURCEMANAGER_H

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@ -6,32 +6,27 @@
## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##
##############################################################################*/
#include <abstractscene.h>
#include <camera3d.h>
#include <texture.h>
#include <meshrenderer.h>
#include <model.h>
#include <resourcemanager.h>
#include <scene.h>
#include <texture.h>
Camera3D Scene::mCamera;
QMatrix4x4 Scene::mProjection;
using namespace Qtk;
/*******************************************************************************
* Constructors, Destructors
******************************************************************************/
Scene::Scene()
ExampleScene::ExampleScene()
{
mCamera.transform().setTranslation(0.0f, 0.0f, 20.0f);
mCamera.transform().setRotation(-5.0f, 0.0f, 1.0f, 0.0f);
init();
Camera().transform().setTranslation(0.0f, 0.0f, 20.0f);
Camera().transform().setRotation(-5.0f, 0.0f, 1.0f, 0.0f);
}
Scene::~Scene()
ExampleScene::~ExampleScene()
{
delete mTestPhong;
delete mTestSpecular;
@ -39,6 +34,7 @@ Scene::~Scene()
delete mTestAmbient;
for (auto & mesh : mMeshes) delete mesh;
for (auto & model : mModels) delete model;
delete mSkybox;
}
@ -46,10 +42,13 @@ Scene::~Scene()
* Public Member Functions
******************************************************************************/
void Scene::init()
void ExampleScene::init()
{
Qtk::Skybox * sb = new Qtk::Skybox("Skybox");
setSkybox(sb);
// Initialize Phong example cube
mTestPhong = new MeshRenderer("phong", Cube());
mTestPhong = new Qtk::MeshRenderer("phong", Qtk::Cube());
mTestPhong->mTransform.setTranslation(3.0f, 0.0f, -2.0f);
mTestPhong->setShaders(":/solid-phong.vert", ":/solid-phong.frag");
mTestPhong->init();
@ -76,7 +75,7 @@ void Scene::init()
// Initialize Ambient example cube
mTestAmbient = new MeshRenderer("ambient", Cube());
mTestAmbient = new Qtk::MeshRenderer("ambient", Cube());
mTestAmbient->mTransform.setTranslation(7.0f, 0.0f, -2.0f);
mTestAmbient->setShaders(":/solid-ambient.vert", ":/solid-ambient.frag");
mTestAmbient->init();
@ -100,7 +99,7 @@ void Scene::init()
mTestAmbient->mProgram.release();
// Initialize Diffuse example cube
mTestDiffuse = new MeshRenderer("diffuse", Cube());
mTestDiffuse = new Qtk::MeshRenderer("diffuse", Cube());
mTestDiffuse->mTransform.setTranslation(9.0f, 0.0f, -2.0f);
mTestDiffuse->setShaders(":/solid-diffuse.vert", ":/solid-diffuse.frag");
mTestDiffuse->init();
@ -124,7 +123,7 @@ void Scene::init()
mTestDiffuse->mProgram.release();
// Initialize Specular example cube
mTestSpecular = new MeshRenderer("specular", Cube());
mTestSpecular = new Qtk::MeshRenderer("specular", Cube());
mTestSpecular->mTransform.setTranslation(11.0f, 0.0f, -2.0f);
mTestSpecular->setShaders(":/solid-specular.vert", ":/solid-specular.frag");
mTestSpecular->init();
@ -152,31 +151,31 @@ void Scene::init()
//
// Model loading
mModels.push_back(new Model("backpack", ":/models/backpack/backpack.obj"));
mModels.push_back(new Qtk::Model("backpack", ":/models/backpack/backpack.obj"));
// Sometimes model textures need flipped in certain directions
mModels.back()->flipTexture("diffuse.jpg", false, true);
mModels.back()->mTransform.setTranslation(0.0f, 0.0f, -10.0f);
mModels.push_back(new Model("bird", ":/models/bird/bird.obj"));
mModels.push_back(new Qtk::Model("bird", ":/models/bird/bird.obj"));
mModels.back()->mTransform.setTranslation(2.0f, 2.0f, -10.0f);
// Sometimes the models are very large
mModels.back()->mTransform.scale(0.0025f);
mModels.back()->mTransform.rotate(-110.0f, 0.0f, 1.0f, 0.0f);
mModels.push_back(new Model("lion", ":/models/lion/lion.obj"));
mModels.push_back(new Qtk::Model("lion", ":/models/lion/lion.obj"));
mModels.back()->mTransform.setTranslation(-3.0f, -1.0f, -10.0f);
mModels.back()->mTransform.scale(0.15f);
mModels.push_back(new Model("alien", ":/models/alien-hominid/alien.obj"));
mModels.push_back(new Qtk::Model("alien", ":/models/alien-hominid/alien.obj"));
mModels.back()->mTransform.setTranslation(2.0f, -1.0f, -5.0f);
mModels.back()->mTransform.scale(0.15f);
mModels.push_back(new Model("scythe", ":/models/scythe/scythe.obj"));
mModels.push_back(new Qtk::Model("scythe", ":/models/scythe/scythe.obj"));
mModels.back()->mTransform.setTranslation(-6.0f, 0.0f, -10.0f);
mModels.back()->mTransform.rotate(-90.0f, 1.0f, 0.0f, 0.0f);
mModels.back()->mTransform.rotate(90.0f, 0.0f, 1.0f, 0.0f);
mModels.push_back(new Model("masterChief", ":/models/spartan/spartan.obj"));
mModels.push_back(new Qtk::Model("masterChief", ":/models/spartan/spartan.obj"));
mModels.back()->mTransform.setTranslation(-1.5f, 0.5f, -2.0f);
@ -186,7 +185,7 @@ void Scene::init()
// Render an alien with specular
// Test alien Model with phong lighting and specular mapping
mMeshes.push_back(
new MeshRenderer("alienTestLight", Triangle(QTK_DRAW_ELEMENTS)));
new Qtk::MeshRenderer("alienTestLight", Triangle(Qtk::QTK_DRAW_ELEMENTS)));
mMeshes.back()->mTransform.setTranslation(4.0f, 1.5f, 10.0f);
mMeshes.back()->mTransform.scale(0.25f);
// This function changes values we have allocated in a buffer, so init() after
@ -194,7 +193,7 @@ void Scene::init()
mMeshes.back()->init();
mModels.push_back(
new Model("alienTest", ":/models/alien-hominid/alien.obj",
new Qtk::Model("alienTest", ":/models/alien-hominid/alien.obj",
":/model-specular.vert", ":/model-specular.frag")
);
mModels.back()->mTransform.setTranslation(3.0f, -1.0f, 10.0f);
@ -214,7 +213,7 @@ void Scene::init()
// Test spartan Model with phong lighting, specular and normal mapping
mMeshes.push_back(
new MeshRenderer("spartanTestLight", Triangle(QTK_DRAW_ELEMENTS))
new Qtk::MeshRenderer("spartanTestLight", Triangle(QTK_DRAW_ELEMENTS))
);
mMeshes.back()->mTransform.setTranslation(1.0f, 1.5f, 10.0f);
mMeshes.back()->mTransform.scale(0.25f);
@ -223,7 +222,7 @@ void Scene::init()
mMeshes.back()->init();
mModels.push_back(
new Model("spartanTest", ":/models/spartan/spartan.obj",
new Qtk::Model("spartanTest", ":/models/spartan/spartan.obj",
":/model-normals.vert", ":/model-normals.frag")
);
mModels.back()->mTransform.setTranslation(0.0f, -1.0f, 10.0f);
@ -242,7 +241,7 @@ void Scene::init()
// Test basic cube with phong.vert and phong.frag shaders
mMeshes.push_back(
new MeshRenderer("testLight", Triangle(QTK_DRAW_ELEMENTS)));
new Qtk::MeshRenderer("testLight", Triangle(QTK_DRAW_ELEMENTS)));
mMeshes.back()->mTransform.setTranslation(5.0f, 1.25f, 10.0f);
mMeshes.back()->mTransform.scale(0.25f);
mMeshes.back()->setDrawType(GL_LINE_LOOP);
@ -251,7 +250,7 @@ void Scene::init()
mMeshes.back()->init();
mMeshes.push_back(
new MeshRenderer("testPhong", Cube(QTK_DRAW_ARRAYS)));
new Qtk::MeshRenderer("testPhong", Cube(QTK_DRAW_ARRAYS)));
mMeshes.back()->mTransform.setTranslation(5.0f, 0.0f, 10.0f);
mMeshes.back()->setShaders(":/phong.vert", ":/phong.frag");
mMeshes.back()->setColor(QVector3D(0.0f, 0.25f, 0.0f));
@ -291,25 +290,25 @@ void Scene::init()
// Create simple shapes using MeshRenderer class and data in mesh.h
mMeshes.push_back(
new MeshRenderer("rightTriangle", Triangle(QTK_DRAW_ELEMENTS)));
new Qtk::MeshRenderer("rightTriangle", Triangle(QTK_DRAW_ELEMENTS)));
mMeshes.back()->mTransform.setTranslation(-5.0f, 0.0f, -2.0f);
mMeshes.push_back(
new MeshRenderer("centerCube", Cube(QTK_DRAW_ELEMENTS)));
new Qtk::MeshRenderer("centerCube", Cube(QTK_DRAW_ELEMENTS)));
mMeshes.back()->mTransform.setTranslation(-7.0f, 0.0f, -2.0f);
mMeshes.push_back(
new MeshRenderer("leftTriangle", Triangle(QTK_DRAW_ELEMENTS)));
new Qtk::MeshRenderer("leftTriangle", Triangle(QTK_DRAW_ELEMENTS)));
mMeshes.back()->mTransform.setTranslation(-9.0f, 0.0f, -2.0f);
mMeshes.back()->setDrawType(GL_LINE_LOOP);
mMeshes.push_back(
new MeshRenderer("topTriangle", Triangle(QTK_DRAW_ELEMENTS)));
new Qtk::MeshRenderer("topTriangle", Triangle(QTK_DRAW_ELEMENTS)));
mMeshes.back()->mTransform.setTranslation(-7.0f, 2.0f, -2.0f);
mMeshes.back()->mTransform.scale(0.25f);
mMeshes.push_back(
new MeshRenderer("bottomTriangle", Triangle(QTK_DRAW_ELEMENTS)));
new Qtk::MeshRenderer("bottomTriangle", Triangle(QTK_DRAW_ELEMENTS)));
mMeshes.back()->mTransform.setTranslation(-7.0f, -2.0f, -2.0f);
mMeshes.back()->mTransform.scale(0.25f);
mMeshes.back()->setDrawType(GL_LINE_LOOP);
@ -322,7 +321,7 @@ void Scene::init()
// RGB Normals cube to show normals are correct with QTK_DRAW_ARRAYS
mMeshes.push_back(
new MeshRenderer("rgbNormalsCubeArraysTest", Cube(QTK_DRAW_ARRAYS)));
new Qtk::MeshRenderer("rgbNormalsCubeArraysTest", Cube(QTK_DRAW_ARRAYS)));
mMeshes.back()->mTransform.setTranslation(5.0f, 0.0f, 4.0f);
mMeshes.back()->setShaders(":/rgb-normals.vert", ":/rgb-normals.frag");
mMeshes.back()->init();
@ -344,7 +343,7 @@ void Scene::init()
// RGB Normals cube to show normals are correct with QTK_DRAW_ELEMENTS_NORMALS
mMeshes.push_back(
new MeshRenderer("rgbNormalsCubeElementsTest", Cube(QTK_DRAW_ELEMENTS_NORMALS)));
new Qtk::MeshRenderer("rgbNormalsCubeElementsTest", Cube(QTK_DRAW_ELEMENTS_NORMALS)));
mMeshes.back()->mTransform.setTranslation(5.0f, 0.0f, 2.0f);
mMeshes.back()->setShaders(":/rgb-normals.vert", ":/rgb-normals.frag");
mMeshes.back()->init();
@ -369,7 +368,7 @@ void Scene::init()
// + UVs required duplicating element position data from QTK_DRAW_ELEMENTS
// + This is because the same position must use different UV coordinates
mMeshes.push_back(
new MeshRenderer("uvCubeArraysTest", Cube(QTK_DRAW_ARRAYS)));
new Qtk::MeshRenderer("uvCubeArraysTest", Cube(QTK_DRAW_ARRAYS)));
mMeshes.back()->mTransform.setTranslation(-3.0f, 0.0f, -2.0f);
mMeshes.back()->setShaders(":/texture2d.vert", ":/texture2d.frag");
mMeshes.back()->init();
@ -397,7 +396,7 @@ void Scene::init()
// Test drawing a cube with texture coordinates using glDrawElements
mMeshes.push_back(
new MeshRenderer("uvCubeElementsTest", Cube(QTK_DRAW_ELEMENTS_NORMALS)));
new Qtk::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();
@ -423,7 +422,7 @@ void Scene::init()
// 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)));
new Qtk::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");
@ -450,7 +449,7 @@ void Scene::init()
// 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)));
new Qtk::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();
@ -472,7 +471,7 @@ void Scene::init()
// RGB Normals triangle to show normals are correct with QTK_DRAW_ARRAYS
mMeshes.push_back(
new MeshRenderer("rgbTriangleArraysTest", Triangle(QTK_DRAW_ARRAYS)));
new Qtk::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();
@ -493,7 +492,7 @@ void Scene::init()
// RGB Normals triangle to show normals are correct with QTK_DRAW_ELEMENTS
mMeshes.push_back(
new MeshRenderer("rgbTriangleElementsTest",
new Qtk::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");
@ -515,7 +514,7 @@ void Scene::init()
// Test drawing triangle with glDrawArrays with texture coordinates
mMeshes.push_back(
new MeshRenderer("testTriangleArraysUV", Triangle(QTK_DRAW_ARRAYS)));
new Qtk::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();
@ -543,7 +542,7 @@ void Scene::init()
// Test drawing triangle with glDrawElements with texture coordinates
mMeshes.push_back(
new MeshRenderer("testTriangleElementsUV",
new Qtk::MeshRenderer("testTriangleElementsUV",
Triangle(QTK_DRAW_ELEMENTS_NORMALS)));
mMeshes.back()->mTransform.setTranslation(-2.5f, 0.0f, -1.0f);
mMeshes.back()->setShaders(":/texture2d.vert", ":/texture2d.frag");
@ -575,7 +574,7 @@ void Scene::init()
// Example of a cube with no lighting applied
mMeshes.push_back(
new MeshRenderer("noLight", Cube(QTK_DRAW_ELEMENTS)));
new Qtk::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");
@ -586,24 +585,24 @@ void Scene::init()
// Create objects that represent light sources for lighting examples
mMeshes.push_back(
new MeshRenderer("phongLight", Triangle(QTK_DRAW_ELEMENTS)));
new Qtk::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)));
new Qtk::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)));
new Qtk::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()
void ExampleScene::draw()
{
mSkybox.draw();
mSkybox->draw();
for (auto & model : mModels) model->draw();
@ -616,13 +615,13 @@ void Scene::draw()
"uLightPosition",
MeshRenderer::getInstance("phongLight")->mTransform.translation());
mTestPhong->setUniform("uCameraPosition",
Scene::Camera().transform().translation());
ExampleScene::Camera().transform().translation());
mTestPhong->mProgram.release();
mTestPhong->draw();
mTestAmbient->mProgram.bind();
mTestAmbient->setUniform("uCameraPosition",
Scene::Camera().transform().translation());
ExampleScene::Camera().transform().translation());
mTestAmbient->mProgram.release();
mTestAmbient->draw();
@ -632,7 +631,7 @@ void Scene::draw()
mTestDiffuse->setUniform(
"uLightPosition",
MeshRenderer::getInstance("diffuseLight")->mTransform.translation());
mTestDiffuse->setUniform("uCameraPosition", Scene::Camera().transform().translation());
mTestDiffuse->setUniform("uCameraPosition", ExampleScene::Camera().transform().translation());
mTestDiffuse->mProgram.release();
mTestDiffuse->draw();
@ -643,43 +642,43 @@ void Scene::draw()
mTestSpecular->setUniform(
"uLightPosition",
MeshRenderer::getInstance("specularLight")->mTransform.translation());
mTestSpecular->setUniform("uCameraPosition", Scene::Camera().transform().translation());
mTestSpecular->setUniform("uCameraPosition", ExampleScene::Camera().transform().translation());
mTestSpecular->mProgram.release();
mTestSpecular->draw();
}
void Scene::update()
void ExampleScene::update()
{
auto position = MeshRenderer::getInstance("alienTestLight")->mTransform.translation();
Model::getInstance("alienTest")->setUniform(
"uLight.position", position);
Model::getInstance("alienTest")->setUniform(
"uCameraPosition", Scene::Camera().transform().translation());
"uCameraPosition", ExampleScene::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());
"uMVP.view", ExampleScene::Camera().toMatrix());
Model::getInstance("alienTest")->setUniform(
"uMVP.projection", Scene::Projection());
"uMVP.projection", ExampleScene::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());
"uCameraPosition", ExampleScene::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());
"uMVP.view", ExampleScene::Camera().toMatrix());
Model::getInstance("spartanTest")->setUniform(
"uMVP.projection", Scene::Projection());
"uMVP.projection", ExampleScene::Projection());
Model::getInstance("spartanTest")->mTransform.rotate(0.75f, 0.0f, 1.0f, 0.0f);
@ -691,16 +690,16 @@ void Scene::update()
MeshRenderer::getInstance("testPhong")->setUniform(
"uLight.position", position);
MeshRenderer::getInstance("testPhong")->setUniform(
"uCameraPosition", Scene::Camera().transform().translation());
"uCameraPosition", ExampleScene::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());
"uMVP.view", ExampleScene::Camera().toMatrix());
MeshRenderer::getInstance("testPhong")->setUniform(
"uMVP.projection", Scene::Projection());
"uMVP.projection", ExampleScene::Projection());
MeshRenderer::getInstance("testPhong")->mProgram.release();
// Rotate lighting example cubes

View File

@ -6,40 +6,31 @@
## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##
##############################################################################*/
#ifndef QTK_SCENE_H
#define QTK_SCENE_H
#ifndef QTK_EXAMPLE_SCENE_H
#define QTK_EXAMPLE_SCENE_H
#include <abstractscene.h>
#include <camera3d.h>
#include <skybox.h>
#include <QMatrix4x4>
class MeshRenderer;
class Model;
class Scene {
class ExampleScene : public Qtk::Scene {
public:
Scene();
~Scene();
ExampleScene();
~ExampleScene();
void init();
void draw();
void update();
virtual void init();
virtual void draw();
virtual void update();
static Camera3D & Camera() { return mCamera;}
static QMatrix4x4 View() { return mCamera.toMatrix();}
static QMatrix4x4 & Projection() { return mProjection;}
private:
static Camera3D mCamera;
static QMatrix4x4 mProjection;
Skybox mSkybox;
MeshRenderer * mTestPhong;
MeshRenderer * mTestSpecular;
MeshRenderer * mTestDiffuse;
MeshRenderer * mTestAmbient;
std::vector<MeshRenderer *> mMeshes;
std::vector<Model *> mModels;
Qtk::MeshRenderer * mTestPhong;
Qtk::MeshRenderer * mTestSpecular;
Qtk::MeshRenderer * mTestDiffuse;
Qtk::MeshRenderer * mTestAmbient;
};
#endif // QTK_SCENE_H
#endif // QTK_EXAMPLE_SCENE_H

48
src/abstractscene.cpp Normal file
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@ -0,0 +1,48 @@
/*##############################################################################
## 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 <abstractscene.h>
#include <camera3d.h>
#include <resourcemanager.h>
#include <texture.h>
using namespace Qtk;
Camera3D Scene::mCamera;
QMatrix4x4 Scene::mProjection;
/*******************************************************************************
* Constructors, Destructors
******************************************************************************/
Scene::Scene()
{
mCamera.transform().setTranslation(0.0f, 0.0f, 20.0f);
mCamera.transform().setRotation(-5.0f, 0.0f, 1.0f, 0.0f);
}
Scene::~Scene()
{
for (auto & mesh : mMeshes) delete mesh;
for (auto & model : mModels) delete model;
if (mSkybox != Q_NULLPTR) delete mSkybox;
}
void Scene::privDraw()
{
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();
}

54
src/abstractscene.h Normal file
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@ -0,0 +1,54 @@
/*##############################################################################
## 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 ##
##############################################################################*/
#ifndef QTK_SCENE_H
#define QTK_SCENE_H
#include <camera3d.h>
#include <meshrenderer.h>
#include <model.h>
#include <skybox.h>
#include <QMatrix4x4>
namespace Qtk {
class Scene : protected QOpenGLFunctions {
friend class MainWidget;
public:
Scene();
~Scene();
virtual void init() = 0;
virtual void draw() = 0;
virtual void update() = 0;
static Camera3D & Camera() { return mCamera;}
static QMatrix4x4 View() { return mCamera.toMatrix();}
static QMatrix4x4 & Projection() { return mProjection;}
inline Skybox * getSkybox() {return mSkybox;}
inline void setSkybox(Skybox * skybox) {
mSkybox = skybox;
}
private:
static Camera3D mCamera;
static QMatrix4x4 mProjection;
bool mInit = false;
void privDraw();
protected:
Skybox * mSkybox;
std::vector<MeshRenderer *> mMeshes;
std::vector<Model *> mModels;
};
}
#endif // QTK_SCENE_H

View File

@ -8,6 +8,7 @@
#include <camera3d.h>
using namespace Qtk;
const QVector3D Camera3D::LocalForward(0.0f, 0.0f, -1.0f);
const QVector3D Camera3D::LocalUp(0.0f, 1.0f, 0.0f);

View File

@ -12,9 +12,10 @@
#include <QDebug>
#include <transform3D.h>
#include <qtkapi.h>
class Camera3D {
namespace Qtk {
class QTKAPI Camera3D {
public:
// Constants
static const QVector3D LocalForward;
@ -47,8 +48,6 @@ private:
#endif
};
Q_DECLARE_TYPEINFO(Camera3D, Q_MOVABLE_TYPE);
// Qt Streams
#ifndef QT_NO_DATASTREAM
QDataStream & operator<<(QDataStream & out, const Camera3D & transform);
@ -58,5 +57,8 @@ QDataStream & operator>>(QDataStream & in, Camera3D & transform);
#ifndef QT_NO_DEBUG_STREAM
QDebug operator<<(QDebug dbg, const Camera3D & transform);
#endif
}
Q_DECLARE_TYPEINFO(Qtk::Camera3D, Q_MOVABLE_TYPE);
#endif // QTK_CAMERA3D_H

View File

@ -13,6 +13,7 @@
#include <input.h>
using namespace Qtk;
/*******************************************************************************
* Static Helper Structs

View File

@ -12,11 +12,12 @@
#include <QPoint>
#include <Qt>
#include <qtkapi.h>
class Input {
namespace Qtk {
class QTKAPI Input {
friend class MainWidget;
public:
// Possible key states
enum InputState
{
@ -50,7 +51,6 @@ public:
static QPoint mouseDelta();
private:
// State updating
static void update();
static void registerKeyPress(int key);
@ -59,5 +59,6 @@ private:
static void registerMouseRelease(Qt::MouseButton button);
static void reset();
};
}
#endif // QTOPENGL_INPUT_H

View File

@ -9,30 +9,30 @@
#include <QKeyEvent>
#include <input.h>
#include <mesh.h>
#include <object.h>
#include <scene.h>
#include <mainwidget.h>
#include <mesh.h>
#include <abstractscene.h>
using namespace Qtk;
/*******************************************************************************
* Constructors, Destructors
******************************************************************************/
MainWidget::MainWidget() : mDebugLogger(Q_NULLPTR)
MainWidget::MainWidget() : mScene(Q_NULLPTR), mDebugLogger(Q_NULLPTR)
{
initializeWidget();
}
// Constructor for using this widget in QtDesigner
MainWidget::MainWidget(QWidget *parent) : QOpenGLWidget(parent), mDebugLogger(Q_NULLPTR)
MainWidget::MainWidget(QWidget *parent) : QOpenGLWidget(parent),
mScene(Q_NULLPTR), mDebugLogger(Q_NULLPTR)
{
initializeWidget();
}
MainWidget::MainWidget(const QSurfaceFormat &format)
: mDebugLogger(Q_NULLPTR)
: mScene(Q_NULLPTR), mDebugLogger(Q_NULLPTR)
{
setFormat(format);
setFocusPolicy(Qt::ClickFocus);
@ -54,49 +54,6 @@ void MainWidget::teardownGL()
// Nothing to teardown yet...
}
void MainWidget::initObjects()
{
mScene = new Scene;
// Drawing a primitive object using Qt and OpenGL
// The Object class only stores basic QOpenGL* members and shape data
// + Within mainwidget, mObject serves as a basic QOpenGL example
mObject = new Object("testObject");
mObject->setVertices(Cube(QTK_DRAW_ELEMENTS).vertices());
mObject->setIndices(Cube(QTK_DRAW_ELEMENTS).indices());
mObject->mProgram.create();
mObject->mProgram.addShaderFromSourceFile(QOpenGLShader::Vertex,
":/solid-ambient.vert");
mObject->mProgram.addShaderFromSourceFile(QOpenGLShader::Fragment,
":/solid-ambient.frag");
mObject->mProgram.link();
mObject->mProgram.bind();
mObject->mVAO.create();
mObject->mVAO.bind();
mObject->mVBO.create();
mObject->mVBO.setUsagePattern(QOpenGLBuffer::StaticDraw);
mObject->mVBO.bind();
mObject->mVBO.allocate(mObject->vertices().data(),
mObject->vertices().size()
* sizeof(mObject->vertices()[0]));
mObject->mProgram.enableAttributeArray(0);
mObject->mProgram.setAttributeBuffer(0, GL_FLOAT, 0,
3, sizeof(mObject->vertices()[0]));
mObject->mProgram.setUniformValue("uColor", QVector3D(1.0f, 0.0f, 0.0f));
mObject->mProgram.setUniformValue("uLightColor", WHITE);
mObject->mProgram.setUniformValue("uAmbientStrength", 0.75f);
mObject->mVBO.release();
mObject->mVAO.release();
mObject->mProgram.release();
mObject->mTransform.setTranslation(13.0f, 0.0f, -2.0f);
}
/*******************************************************************************
* Inherited Virtual Member Functions
@ -108,18 +65,7 @@ void MainWidget::paintGL()
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
// Draw the scene first, since it handles drawing our skybox
mScene->draw();
// Draw any additional objects within mainwidget manually
mObject->mProgram.bind();
mObject->mVAO.bind();
mObject->mProgram.setUniformValue("uModel", mObject->mTransform.toMatrix());
mObject->mProgram.setUniformValue("uView", Scene::Camera().toMatrix());
mObject->mProgram.setUniformValue("uProjection", Scene::Projection());
glDrawElements(GL_TRIANGLES, mObject->indices().size(),
GL_UNSIGNED_INT, mObject->indices().data());
mObject->mVAO.release();
mObject->mProgram.release();
if (mScene != Q_NULLPTR) mScene->privDraw();
}
void MainWidget::initializeGL()
@ -150,9 +96,6 @@ void MainWidget::initializeGL()
glClearDepth(1.0f);
glClearColor(0.0f, 0.25f, 0.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Initialize default objects within the scene
initObjects();
}
void MainWidget::resizeGL(int width, int height)
@ -172,7 +115,7 @@ void MainWidget::update()
{
updateCameraInput();
mScene->update();
if (mScene != Q_NULLPTR) mScene->update();
QWidget::update();
}

View File

@ -15,16 +15,12 @@
#include <QOpenGLFunctions>
#include <QOpenGLWidget>
#define QTK_DEBUG
#include <qtkapi.h>
#include <abstractscene.h>
class MeshRenderer;
class Model;
class Object;
class Scene;
class Skybox;
class Texture;
class MainWidget : public QOpenGLWidget,
namespace Qtk {
class QTKAPI MainWidget : public QOpenGLWidget,
protected QOpenGLFunctions {
Q_OBJECT;
@ -37,7 +33,6 @@ public:
private:
void teardownGL();
void initObjects();
public:
// Inherited virtual Members
@ -45,9 +40,17 @@ public:
void initializeGL() override;
void resizeGL(int width, int height) override;
inline Scene * getScene() {return mScene;}
inline void setScene(Scene * scene) {
if (mScene != Q_NULLPTR) delete mScene;
mScene = scene;
}
protected slots:
void update();
#ifdef QTK_DEBUG
void messageLogged(const QOpenGLDebugMessage &msg);
#endif
// Protected Helpers
protected:
@ -59,13 +62,14 @@ protected:
private:
// Private helpers
void initializeWidget();
void printContextInformation();
void updateCameraInput();
Scene * mScene;
Object * mObject;
#ifdef QTK_DEBUG
void printContextInformation();
QOpenGLDebugLogger * mDebugLogger;
#endif
};
}
#endif // QTK_MAINWIDGET_H

View File

@ -8,6 +8,7 @@
#include <mesh.h>
using namespace Qtk;
Cube::Cube(DrawMode mode)
{

View File

@ -12,8 +12,10 @@
#include <QVector2D>
#include <QVector3D>
#include <qtkapi.h>
#include <transform3D.h>
namespace Qtk {
class MeshRenderer;
class Object;
@ -71,7 +73,6 @@ class Object;
#define UV_RIGHT QVector2D(0.0f, 1.0f)
#define UV_CORNER QVector2D(1.0f, 1.0f)
typedef std::vector<QVector3D> Vertices;
typedef std::vector<QVector3D> Colors;
typedef std::vector<GLuint> Indices;
@ -80,7 +81,7 @@ typedef std::vector<QVector3D> Normals;
enum DrawMode { QTK_DRAW_ARRAYS, QTK_DRAW_ELEMENTS, QTK_DRAW_ELEMENTS_NORMALS };
struct ShapeBase {
struct QTKAPI ShapeBase {
ShapeBase(DrawMode mode=QTK_DRAW_ARRAYS, Vertices v={},Indices i={}, Colors c={},
TexCoords t={}, Normals n={})
: mVertices(v), mColors(c), mIndices(i), mTexCoords(t), mNormals(n)
@ -117,16 +118,17 @@ struct Shape : public ShapeBase {
};
// Primitives inherit from ShapeBase, does not allow setting of shape values
class Mesh {
class QTKAPI Mesh {
};
struct Cube : public ShapeBase {
struct QTKAPI Cube : public ShapeBase {
Cube(DrawMode mode=QTK_DRAW_ARRAYS);
};
struct Triangle : public ShapeBase {
struct QTKAPI Triangle : public ShapeBase {
Triangle(DrawMode mode=QTK_DRAW_ARRAYS);
};
}
#endif // QTK_MESH_H

View File

@ -8,14 +8,14 @@
#include <QImageReader>
#include <scene.h>
#include <abstractscene.h>
#include <meshrenderer.h>
#include <texture.h>
#include <meshrenderer.h>
using namespace Qtk;
// Static QHash that holds all MeshRenderer instances using their mName as keys
MeshRenderer::MeshManager MeshRenderer::sInstances;
Qtk::MeshRenderer::MeshManager Qtk::MeshRenderer::sInstances;
MeshRenderer::MeshRenderer(const char * name, const ShapeBase & shape)
: Object(name, shape), mVertexShader(":/multi-color.vert"),

View File

@ -10,9 +10,11 @@
#include <mesh.h>
#include <object.h>
#include <qtkapi.h>
class MeshRenderer : public Object {
namespace Qtk {
class QTKAPI MeshRenderer : public Object {
public:
// Delegate constructors
MeshRenderer(const char * name, Vertices vertices, Indices indices,
@ -73,5 +75,6 @@ private:
bool mHasTexture;
std::string mVertexShader, mFragmentShader;
};
}
#endif // QTK_MESHRENDERER_H

View File

@ -9,12 +9,12 @@
#include <QFileInfo>
#include <scene.h>
#include <texture.h>
#include <resourcemanager.h>
#include <abstractscene.h>
#include <model.h>
#include <resourcemanager.h>
#include <texture.h>
using namespace Qtk;
Model::ModelManager Model::mManager;

View File

@ -16,7 +16,6 @@
#include <QOpenGLShaderProgram>
#include <QOpenGLTexture>
#include <QOpenGLVertexArrayObject>
#include <QOpenGLFunctions>
// Assimp
#include <assimp/Importer.hpp>
@ -24,10 +23,11 @@
#include <assimp/scene.h>
// QTK
#include <qtkapi.h>
#include <transform3D.h>
struct ModelVertex {
namespace Qtk {
struct QTKAPI ModelVertex {
QVector3D mPosition;
QVector3D mNormal;
QVector3D mTangent;
@ -35,7 +35,7 @@ struct ModelVertex {
QVector2D mTextureCoord;
};
struct ModelTexture {
struct QTKAPI ModelTexture {
GLuint mID;
QOpenGLTexture * mTexture;
std::string mType;
@ -44,7 +44,7 @@ struct ModelTexture {
class Model;
class ModelMesh : protected QOpenGLFunctions {
class QTKAPI ModelMesh : protected QOpenGLFunctions {
public:
friend Model;
typedef std::vector<ModelVertex> Vertices;
@ -85,7 +85,7 @@ public:
};
class Model : public QObject {
class QTKAPI Model : public QObject {
Q_OBJECT
public:
@ -136,5 +136,6 @@ private:
std::string mDirectory;
const char * mVertexShader, * mFragmentShader, * mName;
};
}
#endif // QTK_MODEL_H

View File

@ -7,3 +7,5 @@
##############################################################################*/
#include <object.h>
using namespace Qtk;

View File

@ -14,9 +14,10 @@
#include <QOpenGLVertexArrayObject>
#include <mesh.h>
#include <qtkapi.h>
class Object : public QObject {
namespace Qtk {
class QTKAPI Object : public QObject {
Q_OBJECT
public:
@ -57,5 +58,6 @@ public:
private:
QOpenGLTexture * mTexture;
};
}
#endif // QTK_OBJECT_H

23
src/qtkapi.h Normal file
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@ -0,0 +1,23 @@
/*##############################################################################
## Author: Shaun Reed ##
## Legal: All Content (c) 2022 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 <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
#endif //QTK_QTKAPI_H

View File

@ -6,11 +6,11 @@
## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##
##############################################################################*/
#include <scene.h>
#include <abstractscene.h>
#include <skybox.h>
#include <texture.h>
#include <skybox.h>
using namespace Qtk;
Skybox::Skybox(std::string right, std::string top, std::string front,
std::string left, std::string bottom, std::string back,

View File

@ -10,16 +10,18 @@
#include <QImage>
#include <QOpenGLBuffer>
#include <QOpenGLFunctions>
#include <QOpenGLShaderProgram>
#include <QOpenGLTexture>
#include <QOpenGLVertexArrayObject>
#include <QOpenGLFunctions>
#include <camera3d.h>
#include <mesh.h>
#include <qtkapi.h>
class Skybox : protected QOpenGLFunctions {
namespace Qtk {
class QTKAPI Skybox : protected QOpenGLFunctions {
public:
// Delegate this constructor to use default skybox images
// + This allows creating a skybox with no arguments ( auto s = new Skybox; )
@ -44,5 +46,6 @@ private:
QOpenGLBuffer mVBO;
QOpenGLTexture * mCubeMap;
};
}
#endif // QTK_SKYBOX_H

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@ -11,6 +11,7 @@
#include <texture.h>
using namespace Qtk;
QImage * Texture::initImage(const char * image, bool flipX, bool flipY)
{

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@ -11,8 +11,10 @@
#include <QOpenGLTexture>
#include <qtkapi.h>
class Texture {
namespace Qtk {
class QTKAPI Texture {
public:
~Texture() {}
@ -38,5 +40,6 @@ private:
// Private ctor to prevent creating instances of this class
Texture() {}
};
}
#endif // QTOPENGL_TEXTURE_H

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@ -9,6 +9,7 @@
#include <transform3D.h>
using namespace Qtk;
const QVector3D Transform3D::LocalForward(0.0f, 0.0f, 1.0f);
const QVector3D Transform3D::LocalUp(0.0f, 1.0f, 0.0f);
@ -110,6 +111,8 @@ QVector3D Transform3D::right() const
* QT Streams
******************************************************************************/
namespace Qtk {
#ifndef QT_NO_DEBUG_STREAM
QDebug operator<<(QDebug dbg, const Transform3D & transform)
{
dbg << "Transform3D\n{\n";
@ -125,7 +128,9 @@ QDebug operator<<(QDebug dbg, const Transform3D & transform)
transform.rotation().scalar() << ">\n}";
return dbg;
}
#endif
#ifndef QT_NO_DATASTREAM
QDataStream & operator<<(QDataStream & out, const Transform3D & transform)
{
out << transform.mTranslation;
@ -142,3 +147,5 @@ QDataStream & operator>>(QDataStream & in, Transform3D & transform)
transform.m_dirty = true;
return in;
}
#endif
}

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@ -10,13 +10,18 @@
#ifndef QTK_TRANSFORM3D_H
#define QTK_TRANSFORM3D_H
#include <QDebug>
#include <QMatrix4x4>
#include <QQuaternion>
#include <QVector3D>
#ifndef QT_NO_DEBUG_STREAM
#include <QDebug>
#endif
class Transform3D
#include <qtkapi.h>
namespace Qtk {
class QTKAPI Transform3D
{
public:
// Constructors
@ -96,13 +101,13 @@ private:
bool m_dirty;
#ifndef QT_NO_DATASTREAM
friend QDataStream &operator<<(QDataStream & out, const Transform3D & transform);
friend QDataStream &operator>>(QDataStream & in, Transform3D & transform);
#endif
};
Q_DECLARE_TYPEINFO(Transform3D, Q_MOVABLE_TYPE);
// Qt Streams
#ifndef QT_NO_DEBUG_STREAM
@ -113,5 +118,8 @@ QDebug operator<<(QDebug dbg, const Transform3D & transform);
QDataStream &operator<<(QDataStream & out, const Transform3D & transform);
QDataStream &operator>>(QDataStream & in, Transform3D & transform);
#endif
}
Q_DECLARE_TYPEINFO(Qtk::Transform3D, Q_MOVABLE_TYPE);
#endif // QTK_TRANSFORM3D_H