Work on Texture class
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@ -516,7 +516,7 @@ void ExampleScene::init()
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mMeshes.back()->init();
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mMeshes.back()->mProgram.bind();
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mMeshes.back()->setTexture(OpenGLTextureFactory::initTexture2D(":/crate.png"));
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mMeshes.back()->setTexture(":/crate.png");
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mMeshes.back()->setUniform("uTexture", 0);
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mMeshes.back()->mVAO.bind();
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@ -542,7 +542,8 @@ void ExampleScene::init()
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mMeshes.back()->init();
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mMeshes.back()->mProgram.bind();
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mMeshes.back()->setTexture(OpenGLTextureFactory::initTexture2D(":/crate.png"));
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// mMeshes.back()->setTexture(OpenGLTextureFactory::initTexture2D(":/crate.png"));
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mMeshes.back()->mTexture.setTexture(":/crate.png");
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mMeshes.back()->setUniform("uTexture", 0);
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mMeshes.back()->mVAO.bind();
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@ -29,9 +29,6 @@ MeshRenderer::MeshRenderer(const char * name, const ShapeBase & shape)
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MeshRenderer::~MeshRenderer()
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{
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if (mHasTexture) {
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mTexture->destroy();
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}
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sInstances.remove(mName);
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}
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@ -96,8 +93,8 @@ void MeshRenderer::draw()
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mProgram.bind();
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mVAO.bind();
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if(mHasTexture) {
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mTexture->bind();
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if(mTexture.hasTexture()) {
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mTexture.getOpenGLTexture().bind();
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}
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// TODO: Automate uniforms some other way
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@ -112,8 +109,8 @@ void MeshRenderer::draw()
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GL_UNSIGNED_INT, mShape.mIndices.data());
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}
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if(mHasTexture) {
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mTexture->release();
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if(mTexture.hasTexture()) {
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mTexture.getOpenGLTexture().release();
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}
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mVAO.release();
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@ -148,18 +145,6 @@ void MeshRenderer::setColor(const QVector3D & color)
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}
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}
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void MeshRenderer::setTexture(const char * path)
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{
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mTexture = new QOpenGLTexture(*OpenGLTextureFactory::initImage(path));
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mHasTexture = true;
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}
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void MeshRenderer::setTexture(QOpenGLTexture * texture)
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{
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mTexture = texture;
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mHasTexture = true;
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}
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/*******************************************************************************
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* Inherited Virtual Member Functions
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@ -58,11 +58,6 @@ namespace Qtk {
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void setUniformMVP(const char * model="uModel", const char * view="uView",
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const char * projection="uProjection");
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// Sets the texture to the image at the given path
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// + Sets mHasTexture to enable texture binding in draw()
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void setTexture(const char * path);
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void setTexture(QOpenGLTexture * texture);
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// These functions modify data stored in a VBO
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// + After calling them, the VBO will need to be reallocated
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void setShape(const Shape & value) override;
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@ -409,9 +409,10 @@ ModelMesh::Textures Model::loadMaterialTextures(
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void Model::sortModels()
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{
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auto cameraPos = Scene::Camera().transform();
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auto cameraDistance = [&cameraPos](const ModelMesh &a, const ModelMesh &b)
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auto cameraDistance =
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[&cameraPos](const ModelMesh &a, const ModelMesh &b)
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{
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// Sort by the first vertex position, since all transforms will be the same
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// Sort by the first vertex position in the model
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return (cameraPos.getTranslation().distanceToPoint(a.mVertices[0].mPosition))
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< (cameraPos.getTranslation().distanceToPoint(b.mVertices[0].mPosition));
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};
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16
src/object.h
16
src/object.h
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@ -14,6 +14,7 @@
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#include <QOpenGLVertexArrayObject>
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#include <mesh.h>
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#include <texture.h>
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#include <qtkapi.h>
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namespace Qtk {
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@ -33,15 +34,12 @@ namespace Qtk {
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~Object() {}
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// Look to MeshRenderer for wrapped texture functionality
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// + Object only exposes a QOpenGLTexture object with no wrapped features
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inline QOpenGLTexture & texture() const { return *mTexture;}
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// These custom types are wrapped for Qtk
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inline const Colors & getColors() { return mShape.mColors;}
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inline const Indices & getIndexData() { return mShape.mIndices;}
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inline const Normals & getNormals() { return mShape.mNormals;}
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inline const Shape & getShape() { return mShape;}
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inline const TexCoords & getTexCoords() { return mShape.mTexCoords;}
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inline Texture & getTexture() { return mTexture;}
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inline const Vertices & getVertices() { return mShape.mVertices;}
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virtual inline void setColors(const Colors & value) { mShape.mColors = value;}
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@ -49,8 +47,10 @@ namespace Qtk {
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virtual inline void setNormals(const Normals & value) { mShape.mNormals = value;}
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virtual inline void setShape(const Shape & value) { mShape = value;}
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virtual inline void setTexCoords(const TexCoords & value) { mShape.mTexCoords = value;}
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virtual inline void setTexture(const char * path, bool flipX=false, bool flipY=false)
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{ mTexture.setTexture(OpenGLTextureFactory::initTexture2D(path, flipX, flipY));}
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virtual inline void setTexture(QOpenGLTexture * value) { mTexture.setTexture(value);}
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virtual inline void setVertices(const Vertices & value) { mShape.mVertices = value;}
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// To set mTexture use the accessor and QOpenGLTexture API
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QOpenGLBuffer mVBO, mNBO;
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QOpenGLVertexArrayObject mVAO;
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@ -58,11 +58,9 @@ namespace Qtk {
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Transform3D mTransform;
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Shape mShape;
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Texture mTexture;
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const char * mName;
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private:
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QOpenGLTexture * mTexture;
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};
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}
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};}
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#endif // QTK_OBJECT_H
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@ -16,7 +16,7 @@
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namespace Qtk {
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class QTKAPI OpenGLTextureFactory {
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public:
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~OpenGLTextureFactory() {}
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~OpenGLTextureFactory() = default;
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// QImage
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static QImage * initImage(const char * image,
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@ -36,10 +36,37 @@ namespace Qtk {
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const char * front, const char * left,
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const char * bottom, const char * back);
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private:
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private:
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// Private ctor to prevent creating instances of this class
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OpenGLTextureFactory() {}
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};
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OpenGLTextureFactory() = default;
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};
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class Texture {
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public:
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Texture() = default;
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Texture(const Texture & value) = delete;
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// Texture(const Texture & value) {
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// mOpenGLTexture = OpenGLTextureFactory::initTexture2D(value.mPath);
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// mPath = value.mPath;
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// }
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explicit Texture(const char * path, bool flipX=false, bool flipY=false) :
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mOpenGLTexture(OpenGLTextureFactory::initTexture2D(path, flipX, flipY)),
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mPath(path) { }
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// explicit Texture(QOpenGLTexture * texture) : mOpenGLTexture(texture) { }
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~Texture() { mOpenGLTexture->destroy();}
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inline QOpenGLTexture & getOpenGLTexture() { return *mOpenGLTexture;}
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void setTexture(const char * path, bool flipX=false, bool flipY=false)
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{ mOpenGLTexture = OpenGLTextureFactory::initTexture2D(path, flipX, flipY);}
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inline void setTexture(QOpenGLTexture * texture) { mOpenGLTexture = texture;}
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inline bool hasTexture() const { return mOpenGLTexture != Q_NULLPTR;}
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QOpenGLTexture * mOpenGLTexture = Q_NULLPTR;
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const char * mPath;
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};
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}
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#endif // QTOPENGL_TEXTURE_H
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