Clean and comment code

This commit is contained in:
Shaun Reed 2023-01-01 22:26:58 -05:00
parent 194888ed19
commit 85c9e2eac1
44 changed files with 1463 additions and 756 deletions

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@ -1,7 +1,8 @@
################################################################################
## Author: Shaun Reed | Contact: shaunrd0@gmail.com | URL: www.shaunreed.com ##
## ##
## Project for working with OpenGL and Qt6 widgets ##
## ##
## Author: Shaun Reed | Contact: shaunrd0@gmail.com | URL: www.shaunreed.com ##
## All Content (c) 2023 Shaun Reed, all rights reserved ##
################################################################################
cmake_minimum_required(VERSION 3.23)

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@ -1,7 +1,8 @@
################################################################################
## Author: Shaun Reed | Contact: shaunrd0@gmail.com | URL: www.shaunreed.com ##
## ##
## Project for working with OpenGL and Qt6 widgets ##
## ##
## Author: Shaun Reed | Contact: shaunrd0@gmail.com | URL: www.shaunreed.com ##
## All Content (c) 2023 Shaun Reed, all rights reserved ##
################################################################################
# Qtk Library

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@ -1,7 +1,8 @@
################################################################################
## Author: Shaun Reed | Contact: shaunrd0@gmail.com | URL: www.shaunreed.com ##
## ##
## Project for working with OpenGL and Qt6 widgets ##
## ##
## Author: Shaun Reed | Contact: shaunrd0@gmail.com | URL: www.shaunreed.com ##
## All Content (c) 2023 Shaun Reed, all rights reserved ##
################################################################################
################################################################################

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@ -1,7 +1,7 @@
/*##############################################################################
## Author: Shaun Reed ##
## Legal: All Content (c) 2022 Shaun Reed, all rights reserved ##
## About: MainWindow for creating an example Qt application ##
## Legal: All Content (c) 2023 Shaun Reed, all rights reserved ##
## About: Debug console for qtk views ##
## ##
## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##
##############################################################################*/
@ -29,16 +29,5 @@ DebugConsole::DebugConsole(
auto qtkWidget = dynamic_cast<QtkWidget *>(owner);
if(qtkWidget) {
connect(qtkWidget, &QtkWidget::sendLog, this, &DebugConsole::sendLog);
sendLog(
"Debug console (" + name + ") attached to QtkWidget: '"
+ qtkWidget->objectName() + "'");
sendLog("Test\nLogging\t\n\tStuff", Status);
sendLog("Test\nLogging\t\n\tStuff", Debug);
sendLog("Test\nLogging\t\n\tStuff", Warn);
sendLog("Test\nLogging\t\n\tStuff", Error);
sendLog(
"Test\nLogging\t\n\tStuff that is really long and will wrap around but "
"it might not you don't know until you try",
Fatal);
}
}

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@ -1,6 +1,6 @@
/*##############################################################################
## Author: Shaun Reed ##
## Legal: All Content (c) 2022 Shaun Reed, all rights reserved ##
## Legal: All Content (c) 2023 Shaun Reed, all rights reserved ##
## About: Debug console for qtk views ##
## ##
## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##
@ -73,10 +73,14 @@ namespace Qtk {
* @param name Base name for the DebugConsole window.
*/
inline void setTitle(QString name) {
setWindowTitle(name + "Debug Console");
setWindowTitle(name + " Debug Console");
}
private:
/**
* @param context Log context severity level.
* @return QColor corresponding with the message context.
*/
[[nodiscard]] QColor logColor(const DebugContext & context) const {
switch(context) {
case Status:
@ -94,6 +98,13 @@ namespace Qtk {
}
}
/**
* Prefixes a log message to add context level.
*
* @param message The message to prefix.
* @param context The log context severity level.
* @return The log message prefixed with the DebugContext level.
*/
[[nodiscard]] QString logPrefix(
QString & message, const DebugContext & context) {
QString prefix;
@ -121,8 +132,8 @@ namespace Qtk {
return message;
}
QTextEdit * mConsole;
Ui::DebugConsole * ui_;
QTextEdit * mConsole;
};
} // namespace Qtk

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@ -1,15 +1,11 @@
/*##############################################################################
## Author: Shaun Reed ##
## Legal: All Content (c) 2022 Shaun Reed, all rights reserved ##
## About: Classes for managing objects and data within a scene ##
## Legal: All Content (c) 2023 Shaun Reed, all rights reserved ##
## About: Example Qtk scene ##
## ##
## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##
##############################################################################*/
#include <qtk/meshrenderer.h>
#include <qtk/model.h>
#include <qtk/texture.h>
#include "examplescene.h"
#include "resources.h"

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

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@ -1,6 +1,6 @@
/*##############################################################################
## Author: Shaun Reed ##
## Legal: All Content (c) 2022 Shaun Reed, all rights reserved ##
## Legal: All Content (c) 2023 Shaun Reed, all rights reserved ##
## About: Main program for practice using Qt6 widgets and OpenGL ##
## ##
## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##

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@ -1,19 +1,21 @@
/*##############################################################################
## Author: Shaun Reed ##
## Legal: All Content (c) 2022 Shaun Reed, all rights reserved ##
## Legal: All Content (c) 2023 Shaun Reed, all rights reserved ##
## About: MainWindow for Qtk application ##
## ##
## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##
##############################################################################*/
#include <qtk/qtkapi.h>
#include "examplescene.h"
#include "qtkmainwindow.h"
#include "ui_qtkmainwindow.h"
MainWindow * MainWindow::mainWindow_ = Q_NULLPTR;
/*******************************************************************************
* Constructors / Destructors
******************************************************************************/
MainWindow::MainWindow(QWidget * parent) : QMainWindow(parent) {
ui_ = new Ui::MainWindow;
setObjectName("MainWindow");
@ -47,6 +49,25 @@ MainWindow::~MainWindow() {
delete ui_;
}
/*******************************************************************************
* Public Methods
******************************************************************************/
MainWindow * MainWindow::getMainWindow() {
if(mainWindow_ == Q_NULLPTR) {
mainWindow_ = new MainWindow;
}
return mainWindow_;
}
Qtk::QtkWidget * MainWindow::getQtkWidget(const QString & name) {
if(!views_.count(name)) {
return Q_NULLPTR;
}
return views_[name];
}
void MainWindow::refreshScene(QString sceneName) {
// TODO: Select TreeView using sceneName>
ui_->qtk__TreeView->updateView(getQtkWidget(sceneName)->getScene());
}

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@ -1,6 +1,6 @@
/*##############################################################################
## Author: Shaun Reed ##
## Legal: All Content (c) 2022 Shaun Reed, all rights reserved ##
## Legal: All Content (c) 2023 Shaun Reed, all rights reserved ##
## About: MainWindow for Qtk application ##
## ##
## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##
@ -40,22 +40,18 @@ class MainWindow : public QMainWindow {
* @param parent The parent for this QMainWindow
*/
explicit MainWindow(QWidget * parent = nullptr);
~MainWindow() override;
/***************************************************************************
* Public Static Methods
* Public Methods
**************************************************************************/
/**
* Allows widgets to retrieve an instance of this root QMainWindow.
* @return this
*/
inline static MainWindow * getMainWindow() {
if(mainWindow_ == Q_NULLPTR) {
mainWindow_ = new MainWindow;
}
return mainWindow_;
}
static MainWindow * getMainWindow();
/**
* Accessor for retrieving a QtkWidget by it's objectName.
@ -64,22 +60,23 @@ class MainWindow : public QMainWindow {
* @param name The objectName associated with the QtkWidget.
* @return Pointer to an active QtkWidget or Q_NULLPTR is not found.
*/
inline Qtk::QtkWidget * getQtkWidget(const QString & name) {
if(!views_.count(name)) {
return Q_NULLPTR;
}
return views_[name];
}
Qtk::QtkWidget * getQtkWidget(const QString & name);
public slots:
/**
* Trigger a refresh for widgets related to a scene that has been updated.
* @param sceneName The name of the scene that has been modified.
*/
void refreshScene(QString sceneName);
private:
MainWindow(const MainWindow &) {};
/***************************************************************************
* Private Members
**************************************************************************/
/** Do not allow copying */
MainWindow(const MainWindow &) {};
Ui::MainWindow * ui_ {};
static MainWindow * mainWindow_;

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@ -1,7 +1,7 @@
/*##############################################################################
## Author: Shaun Reed ##
## Legal: All Content (c) 2022 Shaun Reed, all rights reserved ##
## About: Main window for Qt6 OpenGL widget application ##
## Legal: All Content (c) 2023 Shaun Reed, all rights reserved ##
## About: QtkWidget for Qt desktop application ##
## ##
## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##
##############################################################################*/
@ -9,9 +9,9 @@
#include <QKeyEvent>
#include <QVBoxLayout>
#include "qtk/input.h"
#include "qtk/mesh.h"
#include "qtk/scene.h"
#include <qtk/input.h>
#include <qtk/scene.h>
#include <qtk/shape.h>
#include "debugconsole.h"
#include "qtkmainwindow.h"
@ -23,12 +23,15 @@ using namespace Qtk;
* Constructors, Destructors
******************************************************************************/
QtkWidget::QtkWidget(QWidget * parent) :
QtkWidget(parent, "QtkWidget") {}
QtkWidget::QtkWidget(QWidget * parent, const QString & name) :
QtkWidget(parent, name, Q_NULLPTR) {}
QtkWidget::QtkWidget(QWidget * parent, const QString & name, Scene * scene) :
QOpenGLWidget(parent), mDebugLogger(Q_NULLPTR),
mConsole(new DebugConsole(this, name)) {
mConsole(new DebugConsole(this, name)), mScene(Q_NULLPTR) {
setScene(scene);
setObjectName(name);
QSurfaceFormat format;
@ -65,10 +68,6 @@ QAction * QtkWidget::getActionToggleConsole() {
return action;
}
/*******************************************************************************
* Public Inherited Virtual Methods
******************************************************************************/
void QtkWidget::initializeGL() {
initializeOpenGLFunctions();
// Connect the frameSwapped signal to call the update() function
@ -113,10 +112,58 @@ void QtkWidget::paintGL() {
}
}
void QtkWidget::setScene(Qtk::Scene * scene) {
delete mScene;
mScene = scene;
if(mScene != Q_NULLPTR) {
mConsole->setTitle(mScene->getSceneName());
} else {
mConsole->setTitle("Null Scene");
}
}
void QtkWidget::toggleConsole() {
if(mConsoleActive) {
mConsole->setHidden(true);
mConsoleActive = false;
} else {
MainWindow::getMainWindow()->addDockWidget(
Qt::DockWidgetArea::BottomDockWidgetArea,
dynamic_cast<QDockWidget *>(mConsole));
mConsole->setHidden(false);
mConsoleActive = true;
}
}
/*******************************************************************************
* Protected Slots
* Protected Methods
******************************************************************************/
void QtkWidget::keyPressEvent(QKeyEvent * event) {
if(event->isAutoRepeat()) {
// Do not repeat input while a key is held down
event->ignore();
} else {
Input::registerKeyPress(event->key());
}
}
void QtkWidget::keyReleaseEvent(QKeyEvent * event) {
if(event->isAutoRepeat()) {
event->ignore();
} else {
Input::registerKeyRelease(event->key());
}
}
void QtkWidget::mousePressEvent(QMouseEvent * event) {
Input::registerMousePress(event->button());
}
void QtkWidget::mouseReleaseEvent(QMouseEvent * event) {
Input::registerMouseRelease(event->button());
}
void QtkWidget::update() {
updateCameraInput();
@ -195,39 +242,49 @@ void QtkWidget::messageLogged(const QOpenGLDebugMessage & msg) {
sendLog("(OpenGL) " + error.replace("\n", "\n(OpenGL) "), context);
}
/*******************************************************************************
* Protected Methods
******************************************************************************/
void QtkWidget::keyPressEvent(QKeyEvent * event) {
if(event->isAutoRepeat()) {
// Do not repeat input while a key is held down
event->ignore();
} else {
Input::registerKeyPress(event->key());
}
}
void QtkWidget::keyReleaseEvent(QKeyEvent * event) {
if(event->isAutoRepeat()) {
event->ignore();
} else {
Input::registerKeyRelease(event->key());
}
}
void QtkWidget::mousePressEvent(QMouseEvent * event) {
Input::registerMousePress(event->button());
}
void QtkWidget::mouseReleaseEvent(QMouseEvent * event) {
Input::registerMouseRelease(event->button());
}
/*******************************************************************************
* Private Methods
******************************************************************************/
void QtkWidget::teardownGL() { /* Nothing to teardown yet... */ }
void QtkWidget::updateCameraInput() {
Input::update();
// Camera Transformation
if(Input::buttonPressed(Qt::RightButton)) {
static const float transSpeed = 0.1f;
static const float rotSpeed = 0.5f;
// Handle rotations
Scene::getCamera().getTransform().rotate(
-rotSpeed * Input::mouseDelta().x(), Camera3D::LocalUp);
Scene::getCamera().getTransform().rotate(
-rotSpeed * Input::mouseDelta().y(), Scene::getCamera().getRight());
// Handle translations
QVector3D translation;
if(Input::keyPressed(Qt::Key_W)) {
translation += Scene::getCamera().getForward();
}
if(Input::keyPressed(Qt::Key_S)) {
translation -= Scene::getCamera().getForward();
}
if(Input::keyPressed(Qt::Key_A)) {
translation -= Scene::getCamera().getRight();
}
if(Input::keyPressed(Qt::Key_D)) {
translation += Scene::getCamera().getRight();
}
if(Input::keyPressed(Qt::Key_Q)) {
translation -= Scene::getCamera().getUp() / 2.0f;
}
if(Input::keyPressed(Qt::Key_E)) {
translation += Scene::getCamera().getUp() / 2.0f;
}
Scene::getCamera().getTransform().translate(transSpeed * translation);
}
}
void QtkWidget::printContextInformation() {
QString glType;
QString glVersion;
@ -260,63 +317,3 @@ void QtkWidget::printContextInformation() {
qDebug() << qPrintable(message);
sendLog("(OpenGL) " + message.replace("\n", "\n(OpenGL) "), Status);
}
void QtkWidget::updateCameraInput() {
Input::update();
// Camera Transformation
if(Input::buttonPressed(Qt::RightButton)) {
static const float transSpeed = 0.1f;
static const float rotSpeed = 0.5f;
// Handle rotations
Scene::getCamera().getTransform().rotate(
-rotSpeed * Input::mouseDelta().x(), Camera3D::LocalUp);
Scene::getCamera().getTransform().rotate(
-rotSpeed * Input::mouseDelta().y(), Scene::getCamera().right());
// Handle translations
QVector3D translation;
if(Input::keyPressed(Qt::Key_W)) {
translation += Scene::getCamera().forward();
}
if(Input::keyPressed(Qt::Key_S)) {
translation -= Scene::getCamera().forward();
}
if(Input::keyPressed(Qt::Key_A)) {
translation -= Scene::getCamera().right();
}
if(Input::keyPressed(Qt::Key_D)) {
translation += Scene::getCamera().right();
}
if(Input::keyPressed(Qt::Key_Q)) {
translation -= Scene::getCamera().up() / 2.0f;
}
if(Input::keyPressed(Qt::Key_E)) {
translation += Scene::getCamera().up() / 2.0f;
}
Scene::getCamera().getTransform().translate(transSpeed * translation);
}
}
void QtkWidget::toggleConsole() {
if(mConsoleActive) {
mConsole->setHidden(true);
mConsoleActive = false;
} else {
MainWindow::getMainWindow()->addDockWidget(
Qt::DockWidgetArea::BottomDockWidgetArea,
dynamic_cast<QDockWidget *>(mConsole));
mConsole->setHidden(false);
mConsoleActive = true;
}
}
void QtkWidget::setScene(Qtk::Scene * scene) {
delete mScene;
mScene = scene;
if(mScene != Q_NULLPTR) {
mConsole->setTitle(mScene->getSceneName());
} else {
mConsole->setTitle("Null Scene");
}
}

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@ -1,7 +1,7 @@
/*##############################################################################
## Author: Shaun Reed ##
## Legal: All Content (c) 2022 Shaun Reed, all rights reserved ##
## About: Main window for Qt6 OpenGL widget application ##
## Legal: All Content (c) 2023 Shaun Reed, all rights reserved ##
## About: QtkWidget for Qt desktop application ##
## ##
## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##
##############################################################################*/
@ -17,8 +17,8 @@
#include <QOpenGLWidget>
#include <QPlainTextEdit>
#include "qtk/qtkapi.h"
#include "qtk/scene.h"
#include <qtk/qtkapi.h>
#include <qtk/scene.h>
namespace Qtk {
class DebugConsole;
@ -42,8 +42,7 @@ namespace Qtk {
*
* @param parent Pointer to a parent widget for this QtkWidget or nullptr.
*/
explicit QtkWidget(QWidget * parent = nullptr) :
QtkWidget(parent, "QtkWidget") {}
explicit QtkWidget(QWidget * parent = nullptr);
/**
* Default construct a QtkWidget.
@ -62,26 +61,18 @@ namespace Qtk {
*/
QtkWidget(QWidget * parent, const QString & name, Qtk::Scene * scene);
~QtkWidget() override;
~QtkWidget();
/*************************************************************************
* Public Methods
************************************************************************/
/**
* Constructs a QAction to hide / show this DebugConsole.
* @return QAction to toggle visibility of this DebugConsole.
*/
QAction * getActionToggleConsole();
private:
/*************************************************************************
* Private Methods
************************************************************************/
// clang-format off
void teardownGL() { /* Nothing to teardown yet... */ }
// clang-format on
public:
/*************************************************************************
* Public Inherited Virtual Methods
************************************************************************/
/**
* Called when the widget is first constructed.
*/
@ -104,24 +95,61 @@ namespace Qtk {
* Accessors
************************************************************************/
/**
* @return The active scene being viewed in this widget.
*/
inline Qtk::Scene * getScene() { return mScene; }
/*************************************************************************
* Setters
************************************************************************/
/**
* @param scene The new scene to view.
*/
void setScene(Qtk::Scene * scene);
public slots:
/**
* Toggle visibility of the DebugConsole associated with this QtkWidget.
*/
void toggleConsole();
protected slots:
signals:
/**
* Log a message to the DebugConsole associated with this widget.
* @param message The message to log.
* @param context The context of the log message.
*/
void sendLog(const QString & message, DebugContext context = Status);
protected:
/*************************************************************************
* Qt Slots
* Protected Methods
************************************************************************/
/**
* @param event Key press event to update camera input manager.
*/
void keyPressEvent(QKeyEvent * event) override;
/**
* @param event Key release event to update camera input manager.
*/
void keyReleaseEvent(QKeyEvent * event) override;
/**
* @param event Mouse button press event to update camera input manager.
*/
void mousePressEvent(QMouseEvent * event) override;
/**
* @param event Mouse button release event to update camera input manager.
*/
void mouseReleaseEvent(QMouseEvent * event) override;
protected slots:
/**
* Called when the `frameSwapped` signal is caught.
* See definition of initializeGL()
@ -137,39 +165,39 @@ namespace Qtk {
*/
void messageLogged(const QOpenGLDebugMessage & msg);
#endif
public:
signals:
void sendLog(
const QString & message, Qtk::DebugContext context = Qtk::Status);
protected:
/*************************************************************************
* Protected Methods
************************************************************************/
void keyPressEvent(QKeyEvent * event) override;
void keyReleaseEvent(QKeyEvent * event) override;
void mousePressEvent(QMouseEvent * event) override;
void mouseReleaseEvent(QMouseEvent * event) override;
private:
/*************************************************************************
* Private Methods
************************************************************************/
/**
* Deconstruct any resources we have allocated for this widget.
*/
void teardownGL();
/**
* Callback function to update input for camera controls
*/
static void updateCameraInput();
#ifdef QTK_DEBUG
/**
* Prints OpenGL context information at start of debug session.
*/
void printContextInformation();
QOpenGLDebugLogger * mDebugLogger;
#endif
/*************************************************************************
* Private Members
************************************************************************/
bool mConsoleActive = false;
#ifdef QTK_DEBUG
QOpenGLDebugLogger * mDebugLogger;
#endif
Qtk::Scene * mScene;
Qtk::DebugConsole * mConsole;
bool mConsoleActive = false;
};
} // namespace Qtk

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@ -1,6 +1,6 @@
/*##############################################################################
## Author: Shaun Reed ##
## Legal: All Content (c) 2022 Shaun Reed, all rights reserved ##
## Legal: All Content (c) 2023 Shaun Reed, all rights reserved ##
## About: Toolbox plugin for object details and options ##
## ##
## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##

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@ -1,6 +1,6 @@
/*##############################################################################
## Author: Shaun Reed ##
## Legal: All Content (c) 2022 Shaun Reed, all rights reserved ##
## Legal: All Content (c) 2023 Shaun Reed, all rights reserved ##
## About: Toolbox plugin for object details and options ##
## ##
## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##
@ -22,10 +22,20 @@ namespace Qtk {
Q_OBJECT
public:
/*************************************************************************
* Contructors / Destructors
*************************************************************************/
explicit ToolBox(QWidget * parent = nullptr);
~ToolBox();
private:
/*************************************************************************
* Private Members
************************************************************************/
Ui::ToolBox * ui;
};
} // namespace Qtk

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@ -1,6 +1,6 @@
/*##############################################################################
## Author: Shaun Reed ##
## Legal: All Content (c) 2022 Shaun Reed, all rights reserved ##
## Legal: All Content (c) 2023 Shaun Reed, all rights reserved ##
## About: TreeView plugin for scene hierarchy ##
## ##
## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##
@ -28,8 +28,9 @@ Qtk::TreeView::~TreeView() {
}
/*******************************************************************************
* Public Members
* Public Methods
******************************************************************************/
void Qtk::TreeView::updateView(const Qtk::Scene * scene) {
ui->treeWidget->clear();
ui->treeWidget->setColumnCount(1);
@ -48,9 +49,9 @@ void Qtk::TreeView::itemFocus(QTreeWidgetItem * item, int column) {
auto & transform = scene->getCamera().getTransform();
auto object = scene->getObject(name);
Transform3D * objectTransform;
if(object->getType() == Object::MESH) {
if(object->getType() == Object::QTK_MESH) {
objectTransform = &dynamic_cast<MeshRenderer *>(object)->getTransform();
} else if(object->getType() == Object::MODEL) {
} else if(object->getType() == Object::QTK_MODEL) {
objectTransform = &dynamic_cast<Model *>(object)->getTransform();
}
transform.setTranslation(objectTransform->getTranslation());

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@ -1,6 +1,6 @@
/*##############################################################################
## Author: Shaun Reed ##
## Legal: All Content (c) 2022 Shaun Reed, all rights reserved ##
## Legal: All Content (c) 2023 Shaun Reed, all rights reserved ##
## About: TreeView plugin for scene hierarchy ##
## ##
## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##
@ -26,10 +26,18 @@ namespace Qtk {
Q_OBJECT
public:
/*************************************************************************
* Constructors / Destructors
************************************************************************/
explicit TreeView(QWidget * parent = nullptr);
~TreeView();
/*************************************************************************
* Public Methods
************************************************************************/
/**
* Updates the QTreeWidget with all objects within the scene.
* @param scene The scene to load objects from.
@ -48,6 +56,10 @@ namespace Qtk {
void itemFocus(QTreeWidgetItem * item, int column);
private:
/*************************************************************************
* Private Members
************************************************************************/
Ui::TreeView * ui;
/**

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@ -1,6 +1,6 @@
/*##############################################################################
## Author: Shaun Reed ##
## Legal: All Content (c) 2022 Shaun Reed, all rights reserved ##
## Legal: All Content (c) 2023 Shaun Reed, all rights reserved ##
## About: Generic Qt Designer widget plugin ##
## ##
## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##
@ -11,10 +11,14 @@
#include <QtPlugin>
#include <utility>
#include "qtk/qtkapi.h"
#include <qtk/qtkapi.h>
#include "widgetplugin.h"
/*******************************************************************************
* Constructors, Destructors
******************************************************************************/
WidgetPlugin::WidgetPlugin(
QString group, QString class_name, QString include,
WidgetPlugin::Factory factory) :
@ -22,21 +26,11 @@ WidgetPlugin::WidgetPlugin(
m_className(std::move(class_name)), m_includeFile(std::move(include)),
m_factory(std::move(factory)), m_objectName(class_name) {}
QString WidgetPlugin::toolTip() const {
return QStringLiteral("A custom widget tool tip.");
}
WidgetPlugin::WidgetPlugin(QObject * parent) : QObject(parent) {}
QString WidgetPlugin::whatsThis() const {
return QStringLiteral("Custom widget what's this?");
}
QIcon WidgetPlugin::icon() const {
return Qtk::getIcon();
}
bool WidgetPlugin::isContainer() const {
return true;
}
/*******************************************************************************
* Public Methods
******************************************************************************/
QString WidgetPlugin::group() const {
return m_group;
@ -54,6 +48,22 @@ QWidget * WidgetPlugin::createWidget(QWidget * parent) {
return m_factory(parent);
}
QString WidgetPlugin::toolTip() const {
return QStringLiteral("A custom widget tool tip.");
}
QString WidgetPlugin::whatsThis() const {
return QStringLiteral("Custom widget what's this?");
}
QIcon WidgetPlugin::icon() const {
return Qtk::getIcon();
}
bool WidgetPlugin::isContainer() const {
return true;
}
bool WidgetPlugin::isInitialized() const {
return m_initialized;
}

View File

@ -1,6 +1,6 @@
/*##############################################################################
## Author: Shaun Reed ##
## Legal: All Content (c) 2022 Shaun Reed, all rights reserved ##
## Legal: All Content (c) 2023 Shaun Reed, all rights reserved ##
## About: Generic Qt Designer widget plugin ##
## ##
## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##
@ -22,14 +22,21 @@ class QDESIGNER_WIDGET_EXPORT WidgetPlugin :
using Factory = std::function<QWidget *(QWidget *)>;
public:
/***************************************************************************
* Contructors / Destructors
**************************************************************************/
WidgetPlugin(
QString group, QString class_name, QString include, Factory factory);
explicit WidgetPlugin(QObject * parent = nullptr) : QObject(parent) {}
explicit WidgetPlugin(QObject * parent = nullptr);
~WidgetPlugin() = default;
public:
/***************************************************************************
* Public Methods
**************************************************************************/
/**
* @return The name of the group to which this widget belongs.
*/
@ -56,7 +63,7 @@ class QDESIGNER_WIDGET_EXPORT WidgetPlugin :
* @param parent Parent widget to the new instance of this widget.
* @return A new instance of this custom widget.
*/
QWidget * createWidget(QWidget * parent) override;
[[nodiscard]] QWidget * createWidget(QWidget * parent) override;
/**
* @return Short description used in Qt Designer tool tips.
@ -102,8 +109,11 @@ class QDESIGNER_WIDGET_EXPORT WidgetPlugin :
[[nodiscard]] QString domXml() const override;
private:
bool m_initialized = false;
/***************************************************************************
* Private Members
**************************************************************************/
bool m_initialized = false;
QString m_group;
QString m_className;
QString m_objectName;

View File

@ -1,6 +1,6 @@
/*##############################################################################
## Author: Shaun Reed ##
## Legal: All Content (c) 2022 Shaun Reed, all rights reserved ##
## Legal: All Content (c) 2023 Shaun Reed, all rights reserved ##
## About: Collection of widget plugins for Qt Designer ##
## ##
## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##
@ -14,6 +14,10 @@
#include "treeview.h"
#include "widgetplugin.h"
/*******************************************************************************
* Constructors, Destructors
******************************************************************************/
WidgetPluginCollection::WidgetPluginCollection(QObject * parent) :
QObject(parent), m_collectionName("Qtk Widget Collection") {
m_collection = {
@ -28,6 +32,11 @@ WidgetPluginCollection::WidgetPluginCollection(QObject * parent) :
[](QWidget * parent) { return new Qtk::ToolBox(parent); }),
};
}
/*******************************************************************************
* Public Methods
******************************************************************************/
QList<QDesignerCustomWidgetInterface *> WidgetPluginCollection::customWidgets()
const {
return m_collection;

View File

@ -1,6 +1,6 @@
/*##############################################################################
## Author: Shaun Reed ##
## Legal: All Content (c) 2022 Shaun Reed, all rights reserved ##
## Legal: All Content (c) 2023 Shaun Reed, all rights reserved ##
## About: Collection of widget plugins for Qt Designer ##
## ##
## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##
@ -17,16 +17,32 @@ class WidgetPluginCollection :
public QDesignerCustomWidgetCollectionInterface {
Q_OBJECT
// Since we're exporting a collection, this is the only plugin metadata
// needed.
// needed. We don't need this for-each widget in the collection.
Q_PLUGIN_METADATA(IID "com.Klips.WidgetPluginCollection")
// Tell Qt Object system that we're implementing an interface.
Q_INTERFACES(QDesignerCustomWidgetCollectionInterface)
public:
/***************************************************************************
* Contructors / Destructors
**************************************************************************/
explicit WidgetPluginCollection(QObject * parent = nullptr);
/***************************************************************************
* Public Methods
**************************************************************************/
/**
* @return QList of all custom widgets pointers.
*/
[[nodiscard]] QList<QDesignerCustomWidgetInterface *> customWidgets() const;
private:
/***************************************************************************
* Private Members
**************************************************************************/
QList<QDesignerCustomWidgetInterface *> m_collection;
QString m_collectionName;
};

View File

@ -1,7 +1,8 @@
################################################################################
## Author: Shaun Reed | Contact: shaunrd0@gmail.com | URL: www.shaunreed.com ##
## ##
## Project for working with OpenGL and Qt6 widgets ##
## ##
## Author: Shaun Reed | Contact: shaunrd0@gmail.com | URL: www.shaunreed.com ##
## All Content (c) 2023 Shaun Reed, all rights reserved ##
################################################################################
# TODO: Provide option for linking MainWindow with plugin statically
@ -16,9 +17,10 @@
set(PUBLIC_HEADERS
camera3d.h
input.h
mesh.h
shape.h
meshrenderer.h
model.h
modelmesh.h
object.h
qtkapi.h
scene.h
@ -30,9 +32,10 @@ set(PUBLIC_HEADERS
set(SOURCE_FILES
camera3d.cpp
input.cpp
mesh.cpp
shape.cpp
meshrenderer.cpp
model.cpp
modelmesh.cpp
object.cpp
scene.cpp
skybox.cpp

View File

@ -1,6 +1,6 @@
/*##############################################################################
## Author: Shaun Reed ##
## Legal: All Content (c) 2022 Shaun Reed, all rights reserved ##
## Legal: All Content (c) 2023 Shaun Reed, all rights reserved ##
## About: Fly camera class from tutorials followed at trentreed.net ##
## ##
## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##
@ -10,15 +10,18 @@
using namespace Qtk;
/*******************************************************************************
* Static Public Constants
******************************************************************************/
const QVector3D Camera3D::LocalForward(0.0f, 0.0f, -1.0f);
const QVector3D Camera3D::LocalUp(0.0f, 1.0f, 0.0f);
const QVector3D Camera3D::LocalRight(1.0f, 0.0f, 0.0f);
/*******************************************************************************
* Accessors
* Public Methods
******************************************************************************/
// Produces worldToView matrix
const QMatrix4x4 & Camera3D::toMatrix() {
mWorld.setToIdentity();
// Qt6 renamed QMatrix4x4::conjugate() to conjugated()

View File

@ -1,6 +1,6 @@
/*##############################################################################
## Author: Shaun Reed ##
## Legal: All Content (c) 2022 Shaun Reed, all rights reserved ##
## Legal: All Content (c) 2023 Shaun Reed, all rights reserved ##
## About: Fly camera class from tutorials followed at trentreed.net ##
## ##
## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##
@ -18,7 +18,7 @@ namespace Qtk {
class QTKAPI Camera3D {
public:
/*************************************************************************
* Constants
* Static Public Constants
************************************************************************/
static const QVector3D LocalForward;
@ -29,39 +29,56 @@ namespace Qtk {
* Accessors
************************************************************************/
/**
* @return Transform3D associated with this camera.
*/
inline Transform3D & getTransform() { return mTransform; }
/**
* @return Current translation of the camera as a QVector3D.
*/
[[nodiscard]] inline const QVector3D & getTranslation() const {
return mTransform.getTranslation();
}
/**
* @return Current rotation of this camera as a QQuaternion.
*/
[[nodiscard]] inline const QQuaternion & getRotation() const {
return mTransform.getRotation();
}
const QMatrix4x4 & toMatrix();
// Queries
[[nodiscard]] inline QVector3D forward() const {
/**
* @return QVector3D for the forward vector of the camera.
*/
[[nodiscard]] inline QVector3D getForward() const {
return mTransform.getRotation().rotatedVector(LocalForward);
}
[[nodiscard]] inline QVector3D right() const {
/**
* @return QVector3D for the right vector of the camera.
*/
[[nodiscard]] inline QVector3D getRight() const {
return mTransform.getRotation().rotatedVector(LocalRight);
}
[[nodiscard]] inline QVector3D up() const {
/**
* @return QVector3D for the up vector of the camera.
*/
[[nodiscard]] inline QVector3D getUp() const {
return mTransform.getRotation().rotatedVector(LocalUp);
}
private:
/*************************************************************************
* Private Members
* Public Methods
************************************************************************/
Transform3D mTransform;
QMatrix4x4 mWorld;
/**
* @return World To View matrix for this camera.
*/
const QMatrix4x4 & toMatrix();
private:
/*************************************************************************
* Private Methods
************************************************************************/
@ -70,6 +87,13 @@ namespace Qtk {
friend QDataStream & operator<<(QDataStream & out, Camera3D & transform);
friend QDataStream & operator>>(QDataStream & in, Camera3D & transform);
#endif
/*************************************************************************
* Private Members
************************************************************************/
Transform3D mTransform;
QMatrix4x4 mWorld;
};
// Qt Streams

View File

@ -1,6 +1,6 @@
/*##############################################################################
## Author: Shaun Reed ##
## Legal: All Content (c) 2022 Shaun Reed, all rights reserved ##
## Legal: All Content (c) 2023 Shaun Reed, all rights reserved ##
## About: Input class from tutorials followed at trentreed.net ##
## ##
## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##
@ -18,6 +18,13 @@ using namespace Qtk;
/*******************************************************************************
* Static Helper Structs
******************************************************************************/
/**
* Struct to hold key input state. When a key is pressed we construct this and
* store it within a KeyContainer (or ButtonContainer for mouse buttons).
*
* @tparam T Qt::Key or Qt::MouseButton input type for this instance.
*/
template <typename T> struct InputInstance : std::pair<T, Input::InputState> {
typedef std::pair<T, Input::InputState> base_class;
@ -28,6 +35,7 @@ template <typename T> struct InputInstance : std::pair<T, Input::InputState> {
inline InputInstance(T value, Input::InputState state) :
base_class(value, state) {}
// Allows use of std::find to search for a key's InputInstance
inline bool operator==(const InputInstance & rhs) const {
return this->first == rhs.first;
}
@ -53,14 +61,44 @@ static QPoint sg_mouseDelta;
* Static Inline Helper Functions
******************************************************************************/
/**
* Search for the InputInstance of a key.
*
* @param value The key to search for.
* @return Iterator to the found element or the end iterator if not found.
*/
static inline KeyContainer::iterator FindKey(Qt::Key value) {
return std::find(sg_keyInstances.begin(), sg_keyInstances.end(), value);
}
/**
* Search for the InputInstance of a mouse button.
*
* @param value The mouse button to search for.
* @return Iterator to the found element or the end iterator if not found.
*/
static inline ButtonContainer::iterator FindButton(Qt::MouseButton value) {
return std::find(sg_buttonInstances.begin(), sg_buttonInstances.end(), value);
}
/**
* Check an InputInstance for the InputReleased state.
*
* @tparam TPair KeyInstance or ButtonInstance
* @param instance Instance to check for InputReleased state.
* @return True if the InputInstance is in the released state.
*/
template <typename TPair>
static inline bool CheckReleased(const TPair & instance) {
return instance.second == Input::InputReleased;
}
/**
* Updates an InputInstance and applies transitions if needed.
*
* @tparam TPair KeyInstance or ButtonInstance.
* @param instance The InputInstance to update.
*/
template <typename TPair> static inline void UpdateStates(TPair & instance) {
switch(instance.second) {
case Input::InputRegistered:
@ -77,11 +115,12 @@ template <typename TPair> static inline void UpdateStates(TPair & instance) {
}
}
template <typename TPair>
static inline bool CheckReleased(const TPair & instance) {
return instance.second == Input::InputReleased;
}
/**
* Updates InputInstance containers to track input state.
*
* @tparam Container The type of container, KeyContainer or ButtonContainer.
* @param container The InputInstance container to update.
*/
template <typename Container> static inline void Update(Container & container) {
typedef typename Container::iterator Iter;
typedef typename Container::value_type TPair;
@ -96,27 +135,9 @@ template <typename Container> static inline void Update(Container & container) {
}
/*******************************************************************************
* Input Implementation
* Static Public Methods
******************************************************************************/
Input::InputState Input::keyState(Qt::Key k) {
auto it = FindKey(k);
return (it != sg_keyInstances.end()) ? it->second : InputInvalid;
}
Input::InputState Input::buttonState(Qt::MouseButton k) {
auto it = FindButton(k);
return (it != sg_buttonInstances.end()) ? it->second : InputInvalid;
}
QPoint Input::mousePosition() {
return QCursor::pos();
}
QPoint Input::mouseDelta() {
return sg_mouseDelta;
}
void Input::update() {
// Update Mouse Delta
sg_mousePrevPosition = sg_mouseCurrPosition;
@ -160,3 +181,21 @@ void Input::reset() {
sg_keyInstances.clear();
sg_buttonInstances.clear();
}
Input::InputState Input::keyState(Qt::Key k) {
auto it = FindKey(k);
return (it != sg_keyInstances.end()) ? it->second : InputInvalid;
}
Input::InputState Input::buttonState(Qt::MouseButton k) {
auto it = FindButton(k);
return (it != sg_buttonInstances.end()) ? it->second : InputInvalid;
}
QPoint Input::mousePosition() {
return QCursor::pos();
}
QPoint Input::mouseDelta() {
return sg_mouseDelta;
}

View File

@ -1,6 +1,6 @@
/*##############################################################################
## Author: Shaun Reed ##
## Legal: All Content (c) 2022 Shaun Reed, all rights reserved ##
## Legal: All Content (c) 2023 Shaun Reed, all rights reserved ##
## About: Input class from tutorials followed at trentreed.net ##
## ##
## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##
@ -22,60 +22,133 @@ namespace Qtk {
************************************************************************/
/**
* Possible key states
* Possible key states. See UpdateStates for state transitions.
*
* When a key is pressed we enter states Registered->Triggered->Pressed.
* InputTriggered state will be met only once if a key is pressed or held.
* While a key is held down the state is InputPressed.
*
* When a key is released we enter InputUnregistered->InputReleased
* When an active InputInstance for a key has this state it is removed.
*/
enum InputState {
InputInvalid,
InputRegistered,
InputUnregistered,
InputTriggered,
InputPressed,
InputReleased
InputRegistered, // Initial state. Transitions to InputTriggered
InputUnregistered, // Transition to InputReleased
InputTriggered, // Transition to InputPressed
InputPressed, // State of a key while it is held down.
InputReleased // Released keys are removed from state containers.
};
/*************************************************************************
* Public Methods
************************************************************************/
// State checking
//
// State updating.
/**
* Update state for all mouse button and key instances.
*/
static void update();
/**
* @param key Key to set InputRegistered state.
*/
static void registerKeyPress(int key);
/**
* @param key Key to set InputReleased state.
*/
static void registerKeyRelease(int key);
/**
* @param button Mouse button to set InputRegistered state.
*/
static void registerMousePress(Qt::MouseButton button);
/**
* @param button Mouse button to set InputReleased state.
*/
static void registerMouseRelease(Qt::MouseButton button);
/**
* Reset input state for all key and mouse buttons.
*/
static void reset();
//
// State Checking.
/**
* @param key Key to check state.
* @return True if the key is in InputTriggered state.
*/
inline static bool keyTriggered(Qt::Key key) {
return keyState(key) == InputTriggered;
}
/**
* @param key Key to check state.
* @return True if the key is in InputPressed state.
*/
inline static bool keyPressed(Qt::Key key) {
return keyState(key) == InputPressed;
}
/**
* @param key Key to check state.
* @return True if the key is in InputReleased state.
*/
inline static bool keyReleased(Qt::Key key) {
return keyState(key) == InputReleased;
}
/**
* @param button Mouse button to check state.
* @return True if the key is in InputTriggered state.
*/
inline static bool buttonTriggered(Qt::MouseButton button) {
return buttonState(button) == InputTriggered;
}
/**
* @param button Mouse button to check state.
* @return True if the key is in InputPressed state.
*/
inline static bool buttonPressed(Qt::MouseButton button) {
return buttonState(button) == InputPressed;
}
/**
* @param button Mouse button to check state.
* @return True if the key is in InputReleased state.
*/
inline static bool buttonReleased(Qt::MouseButton button) {
return buttonState(button) == InputReleased;
}
// Implementation
/**
* @param key The key to check InputState.
* @return The current InputState for the given key.
*/
static InputState keyState(Qt::Key key);
/**
* @param button The mouse button to check InputState.
* @return The current InputState for the mouse button.
*/
static InputState buttonState(Qt::MouseButton button);
/**
* @return QPoint representing the mouse position within the widget.
*/
static QPoint mousePosition();
static QPoint mouseDelta();
// State updating
static void update();
static void registerKeyPress(int key);
static void registerKeyRelease(int key);
static void registerMousePress(Qt::MouseButton button);
static void registerMouseRelease(Qt::MouseButton button);
static void reset();
/**
* @return Delta movement of mouse from previous to current position.
*/
static QPoint mouseDelta();
};
} // namespace Qtk

View File

@ -1,6 +1,6 @@
/*##############################################################################
## Author: Shaun Reed ##
## Legal: All Content (c) 2022 Shaun Reed, all rights reserved ##
## Legal: All Content (c) 2023 Shaun Reed, all rights reserved ##
## About: MeshRenderer class for quick object creation and drawing ##
## ##
## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##
@ -17,8 +17,20 @@ using namespace Qtk;
// Static QHash that holds all MeshRenderer instances using their mName as keys
Qtk::MeshRenderer::MeshManager Qtk::MeshRenderer::sInstances;
/*******************************************************************************
* Constructors / Destructors
******************************************************************************/
MeshRenderer::MeshRenderer(
const char * name, Vertices vertices, Indices indices, DrawMode mode) :
MeshRenderer(
name, ShapeBase(mode, std::move(vertices), std::move(indices))) {}
MeshRenderer::MeshRenderer(const char * name) :
MeshRenderer(name, Cube(QTK_DRAW_ELEMENTS)) {}
MeshRenderer::MeshRenderer(const char * name, const ShapeBase & shape) :
Object(name, shape, MESH), mVertexShader(":/multi-color.vert"),
Object(name, shape, QTK_MESH), mVertexShader(":/multi-color.vert"),
mFragmentShader(":/multi-color.frag"), mDrawType(GL_TRIANGLES) {
mShape = Shape(shape);
init();
@ -29,20 +41,8 @@ MeshRenderer::~MeshRenderer() {
sInstances.remove(mName);
}
// Static member function to retrieve instances of MeshRenderers
MeshRenderer * MeshRenderer::getInstance(const QString & name) {
if(!sInstances.contains(name)) {
#if QTK_DEBUG
qDebug() << "Attempt to access MeshRenderer instance that does not exist! ("
<< qPrintable(name) << ")\n";
#endif
return nullptr;
}
return sInstances[name];
}
/*******************************************************************************
* Public Member Functions
* Public Methods
******************************************************************************/
void MeshRenderer::init() {
@ -123,33 +123,11 @@ void MeshRenderer::draw() {
releaseShaders();
}
void MeshRenderer::setShaders(
const std::string & vert, const std::string & frag) {
mVertexShader = vert;
mFragmentShader = frag;
init();
}
void MeshRenderer::setUniformMVP(
const char * model, const char * view, const char * projection) {
void MeshRenderer::enableAttributeArray(int location) {
ShaderBindScope lock(&mProgram, mBound);
mProgram.setUniformValue(projection, Scene::getProjectionMatrix());
mProgram.setUniformValue(view, Scene::getViewMatrix());
mProgram.setUniformValue(model, mTransform.toMatrix());
}
void MeshRenderer::setColor(const QVector3D & color) {
if(mShape.mColors.empty()) {
for(const auto & vertex : mShape.getVertices()) {
mShape.mColors.push_back(color);
}
} else {
for(int i = 0; i < mShape.getColors().size(); i++) {
mShape.mColors[i] = color;
}
}
// TODO: Factor this out so we don't need to reinitialize
init();
mVAO.bind();
mProgram.enableAttributeArray(location);
mVAO.release();
}
void MeshRenderer::reallocateTexCoords(const TexCoords & t, unsigned dims) {
@ -185,11 +163,60 @@ void MeshRenderer::reallocateNormals(const Normals & n, unsigned dims) {
mVAO.release();
}
/*******************************************************************************
* Inherited Virtual Member Functions
******************************************************************************/
void MeshRenderer::setShaders(
const std::string & vert, const std::string & frag) {
mVertexShader = vert;
mFragmentShader = frag;
init();
}
void MeshRenderer::setUniformMVP(
const char * model, const char * view, const char * projection) {
ShaderBindScope lock(&mProgram, mBound);
mProgram.setUniformValue(projection, Scene::getProjectionMatrix());
mProgram.setUniformValue(view, Scene::getViewMatrix());
mProgram.setUniformValue(model, mTransform.toMatrix());
}
void MeshRenderer::setShape(const Shape & value) {
Object::setShape(value);
init();
}
void MeshRenderer::setColor(const QVector3D & color) {
if(mShape.mColors.empty()) {
for(const auto & vertex : mShape.getVertices()) {
mShape.mColors.push_back(color);
}
} else {
for(int i = 0; i < mShape.getColors().size(); i++) {
mShape.mColors[i] = color;
}
}
// TODO: Factor this out so we don't need to reinitialize
init();
}
void MeshRenderer::setAttributeBuffer(
int location, GLenum type, int offset, int tupleSize, int stride) {
ShaderBindScope lock(&mProgram, mBound);
mVAO.bind();
mProgram.setAttributeBuffer(location, type, offset, tupleSize, stride);
mVAO.release();
}
/*******************************************************************************
* Static Public Methods
******************************************************************************/
// Static member function to retrieve instances of MeshRenderers
MeshRenderer * MeshRenderer::getInstance(const QString & name) {
if(!sInstances.contains(name)) {
#if QTK_DEBUG
qDebug() << "Attempt to access MeshRenderer instance that does not exist! ("
<< qPrintable(name) << ")\n";
#endif
return nullptr;
}
return sInstances[name];
}

View File

@ -1,6 +1,6 @@
/*##############################################################################
## Author: Shaun Reed ##
## Legal: All Content (c) 2022 Shaun Reed, all rights reserved ##
## Legal: All Content (c) 2023 Shaun Reed, all rights reserved ##
## About: MeshRenderer class for quick object creation and drawing ##
## ##
## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##
@ -10,9 +10,9 @@
#include <utility>
#include "mesh.h"
#include "object.h"
#include "qtkapi.h"
#include "shape.h"
namespace Qtk {
class QTKAPI MeshRenderer : public Object {
@ -21,93 +21,179 @@ namespace Qtk {
* Typedefs
************************************************************************/
/* Static QHash of all mesh objects within the scene. */
/** Static QHash of all mesh objects within the scene. */
typedef QHash<QString, MeshRenderer *> MeshManager;
/*************************************************************************
* Constructors / Destructors
************************************************************************/
// Delegate constructors
/**
* Delegate constructor.
* Constructs a MeshRenderer with custom vertices and indices for more
* complex geometry.
*
* @param name Name to use for the new QObject.
* @param vertices Vertices to use for initializing geometry shape.
* @param indices Indicess to use for initializes geometry shape.
* @param mode OpenGL draw mode. Supported modes are prefixed with QTK_*
*/
MeshRenderer(
const char * name, Vertices vertices, Indices indices,
DrawMode mode = QTK_DRAW_ARRAYS) :
MeshRenderer(
name, ShapeBase(mode, std::move(vertices), std::move(indices))) {}
DrawMode mode = QTK_DRAW_ARRAYS);
explicit MeshRenderer(const char * name) :
MeshRenderer(name, Cube(QTK_DRAW_ELEMENTS)) {}
/**
* Delegate constructor.
* Constructs a MeshRenderer with a default shape of a cube.
*
* @param name Name to use for the new QObject.
*/
explicit MeshRenderer(const char * name);
// Constructor
/**
* Construct a MeshRenderer.
* Default shaders will be used unless subsequently set by the caller.
*
* @param name Name to use for the new QObject.
* @param shape The shape of the MeshRenderer.
* For models this can be set using ShapeBase ctors.
*/
MeshRenderer(const char * name, const ShapeBase & shape);
~MeshRenderer() override;
~MeshRenderer();
/*************************************************************************
* Public Methods
************************************************************************/
/**
* Initializes OpenGL buffers and settings for this MeshRenderer.
*/
void init();
/**
* Draws this MeshRenderer.
*/
void draw();
inline void enableAttributeArray(int location) {
ShaderBindScope lock(&mProgram, mBound);
mVAO.bind();
mProgram.enableAttributeArray(location);
mVAO.release();
}
/**
* Enables shader attribute array from the MeshRenderer's VAO.
* @param location Index location of the attribute array to enable.
*/
void enableAttributeArray(int location);
/**
* Reallocates texture coordinates to the mNBO member object.
*
* @param t Texture coordinates to reallocate.
* @param dims Number of dimensions to use for the coordinates.
*/
void reallocateTexCoords(const TexCoords & t, unsigned dims = 2);
/**
* Reallocates normals to the mNBO member object.
*
* @param n Normal coordinate to reallocate.
* @param dims Number of dimensions to use for the coordinates.
*/
void reallocateNormals(const Normals & n, unsigned dims = 3);
/*************************************************************************
* Setters
************************************************************************/
// Draw types like GL_TRIANGLES, GL_POINTS, GL_LINES, etc
void setDrawType(int drawType) { mDrawType = drawType; }
/**
* Set OpenGL draw type. GL_TRIANGLES, GL_POINTS, GL_LINES, etc.
*
* @param drawType The draw type to use for this MeshRenderer.
*/
inline void setDrawType(int drawType) { mDrawType = drawType; }
// Shader settings
/**
* @param vert Path to vertex shader to use for this MeshRenderer.
*/
inline void setShaderVertex(const std::string & vert) {
mVertexShader = vert;
}
/**
* @param frag Path to fragment shader to use for this MeshRenderer.
*/
inline void setShaderFragment(const std::string & frag) {
mFragmentShader = frag;
}
/**
* @param vert Path to vertex shader to use for this MeshRenderer.
* @param frag Path to fragment shader to use for this MeshRenderer.
*/
void setShaders(const std::string & vert, const std::string & frag);
/**
* @tparam T Type of the uniform value to set.
* @param location Index location of the uniform value we are setting.
* @param value The value to use for the uniform.
*/
template <typename T> inline void setUniform(int location, T value) {
ShaderBindScope lock(&mProgram, mBound);
mProgram.setUniformValue(location, value);
}
/**
* @tparam T Type of the uniform value to set.
* @param location Name of the uniform value we are setting.
* @param value The value to use for the uniform.
*/
template <typename T>
inline void setUniform(const char * location, T value) {
ShaderBindScope lock(&mProgram, mBound);
mProgram.setUniformValue(location, value);
}
// Set MVP matrix using this Object's transform
// + View and projection provided by MainWidget static members
/**
* Sets the MVP matrices for this object within the scene.
* Model matrix is provided by this model's transform.
* View and Projection matrices are provided by the scene.
*
* @param model Name of the uniform to store the Model matrix.
* @param view Name of the uniform to store the View matrix.
* @param projection Name of the uniform to store the Projection matrix.
*/
void setUniformMVP(
const char * model = "uModel", const char * view = "uView",
const char * projection = "uProjection");
// These functions modify data stored in a VBO
// + After calling them, the VBO will need to be reallocated
/**
* Sets the shape of the MeshRenderer using the Object base class method.
* The MeshRenderer will be reinitialized after this call using `init()`.
*
* @param value Shape to use for this MeshRenderer.
*/
void setShape(const Shape & value) override;
/**
* Sets all vertices in the mesh to a color.
* The MeshRenderer will be reinitialized after this call using `init()`.
*
* @param color The color to use for the entire mesh.
*/
void setColor(const QVector3D & color);
/**
* Updates an attribute buffer. This should be called whenever related
* buffers are reallocated. If the new buffer uses an identical format
* this may not be required.
*
* @param location Index location of the attribute buffer to set.
* @param type The type of the values within the attribute buffer.
* @param offset Offset to the beginning of the buffer.
* @param tupleSize Size of each group of elements in the buffer.
* For (x, y) positions this would be 2, (x, y, z) would be 3, etc.
* @param stride Stride between groups of elements in the buffer.
* For example (x, y) data stride is `2 * sizeof(type)`
*/
void setAttributeBuffer(
int location, GLenum type, int offset, int tupleSize,
int stride = 0) {
ShaderBindScope lock(&mProgram, mBound);
mVAO.bind();
mProgram.setAttributeBuffer(location, type, offset, tupleSize, stride);
mVAO.release();
}
int location, GLenum type, int offset, int tupleSize, int stride = 0);
/*************************************************************************
* Accessors
@ -120,7 +206,10 @@ namespace Qtk {
*/
static MeshRenderer * getInstance(const QString & name);
Transform3D & getTransform() { return mTransform; }
/**
* @return Transform3D attached to this MeshRenderer.
*/
inline Transform3D & getTransform() { return mTransform; }
private:
/*************************************************************************

View File

@ -1,7 +1,7 @@
/*##############################################################################
## Author: Shaun Reed ##
## Legal: All Content (c) 2022 Shaun Reed, all rights reserved ##
## About: Model classes for importing with Assimp ##
## Legal: All Content (c) 2023 Shaun Reed, all rights reserved ##
## About: Model class for importing with Assimp ##
## From following tutorials on learnopengl.com ##
## ##
## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##
@ -15,145 +15,24 @@
using namespace Qtk;
/** Static QHash used to store and access models globally. */
Model::ModelManager Model::mManager;
// Static function to access ModelManager for getting Models by name
Model * Model::getInstance(const char * name) {
return mManager[name];
}
/*******************************************************************************
* ModelMesh Private Member Functions
******************************************************************************/
void ModelMesh::initMesh(const char * vert, const char * frag) {
initializeOpenGLFunctions();
// Create VAO, VBO, EBO
mVAO->create();
mVBO->create();
mEBO->create();
mVAO->bind();
// Allocate VBO
mVBO->setUsagePattern(QOpenGLBuffer::StaticDraw);
mVBO->bind();
mVBO->allocate(mVertices.data(), mVertices.size() * sizeof(mVertices[0]));
// Allocate EBO
mEBO->setUsagePattern(QOpenGLBuffer::StaticDraw);
mEBO->bind();
mEBO->allocate(mIndices.data(), mIndices.size() * sizeof(mIndices[0]));
mEBO->release();
// Load and link shaders
mProgram->addShaderFromSourceFile(QOpenGLShader::Vertex, vert);
mProgram->addShaderFromSourceFile(QOpenGLShader::Fragment, frag);
mProgram->link();
mProgram->bind();
// Positions
mProgram->enableAttributeArray(0);
mProgram->setAttributeBuffer(
0, GL_FLOAT, offsetof(ModelVertex, mPosition), 3, sizeof(ModelVertex));
// Normals
mProgram->enableAttributeArray(1);
mProgram->setAttributeBuffer(
1, GL_FLOAT, offsetof(ModelVertex, mNormal), 3, sizeof(ModelVertex));
// Texture Coordinates
mProgram->enableAttributeArray(2);
mProgram->setAttributeBuffer(
2, GL_FLOAT, offsetof(ModelVertex, mTextureCoord), 2,
sizeof(ModelVertex));
// Vertex tangents
mProgram->enableAttributeArray(3);
mProgram->setAttributeBuffer(
3, GL_FLOAT, offsetof(ModelVertex, mTangent), 3, sizeof(ModelVertex));
// Vertex bitangents
mProgram->enableAttributeArray(4);
mProgram->setAttributeBuffer(
4, GL_FLOAT, offsetof(ModelVertex, mBitangent), 3, sizeof(ModelVertex));
mProgram->release();
mVBO->release();
mVAO->release();
}
/*******************************************************************************
* ModelMesh Public Member Functions
******************************************************************************/
void ModelMesh::draw(QOpenGLShaderProgram & shader) {
mVAO->bind();
// Bind shader
shader.bind();
// Set Model View Projection values
shader.setUniformValue("uModel", mTransform.toMatrix());
shader.setUniformValue("uView", Scene::getViewMatrix());
shader.setUniformValue("uProjection", Scene::getProjectionMatrix());
GLuint diffuseCount = 1;
GLuint specularCount = 1;
GLuint normalCount = 1;
for(GLuint i = 0; i < mTextures.size(); i++) {
// Activate the current texture index by adding offset to GL_TEXTURE0
glActiveTexture(GL_TEXTURE0 + i);
mTextures[i].mTexture->bind();
// Get a name for the texture using a known convention -
// Diffuse: material.texture_diffuse1, material.texture_diffuse2, ...
// Specular: material.texture_specular1, material.texture_specular2, ...
std::string number;
std::string name = mTextures[i].mType;
if(name == "texture_diffuse") {
number = std::to_string(diffuseCount++);
}
if(name == "texture_specular") {
number = std::to_string(specularCount++);
}
if(name == "texture_normal") {
number = std::to_string(normalCount++);
}
// Set the uniform to track this texture ID using our naming convention
shader.setUniformValue((name + number).c_str(), i);
}
// Draw the mesh
glDrawElements(
GL_TRIANGLES, mIndices.size(), GL_UNSIGNED_INT, mIndices.data());
// Release shader, textures
for(const auto & texture : mTextures) {
texture.mTexture->release();
}
shader.release();
mVAO->release();
glActiveTexture(GL_TEXTURE0);
}
/*******************************************************************************
* Model Public Member Functions
* Public Member Functions
******************************************************************************/
void Model::draw() {
for(auto & mMeshe : mMeshes) {
mMeshe.mTransform = mTransform;
mMeshe.draw();
for(auto & mesh : mMeshes) {
mesh.mTransform = mTransform;
mesh.draw();
}
}
void Model::draw(QOpenGLShaderProgram & shader) {
for(auto & mMeshe : mMeshes) {
mMeshe.mTransform = mTransform;
mMeshe.draw(shader);
for(auto & mesh : mMeshes) {
mesh.mTransform = mTransform;
mesh.draw(shader);
}
}
@ -175,8 +54,13 @@ void Model::flipTexture(const std::string & fileName, bool flipX, bool flipY) {
}
}
// Static function to access ModelManager for getting Models by name
Model * Qtk::Model::getInstance(const char * name) {
return mManager[name];
}
/*******************************************************************************
* Model Private Member Functions
* Private Member Functions
******************************************************************************/
void Model::loadModel(const std::string & path) {
@ -210,7 +94,7 @@ void Model::loadModel(const std::string & path) {
// Sort models by their distance from the camera
// Optimizes drawing so that overlapping objects are not overwritten
// + Since the topmost object will be drawn first
sortModels();
sortModelMeshes();
// Object finished loading, insert it into ModelManager
mManager.insert(getName(), this);
@ -362,7 +246,7 @@ ModelMesh::Textures Model::loadMaterialTextures(
return textures;
}
void Model::sortModels() {
void Model::sortModelMeshes() {
auto cameraPos = Scene::getCamera().getTransform();
auto cameraDistance = [&cameraPos](const ModelMesh & a, const ModelMesh & b) {
// Sort by the first vertex position in the model

View File

@ -1,7 +1,7 @@
/*##############################################################################
## Author: Shaun Reed ##
## Legal: All Content (c) 2022 Shaun Reed, all rights reserved ##
## About: Model classes for importing with Assimp ##
## Legal: All Content (c) 2023 Shaun Reed, all rights reserved ##
## About: Model class for importing with Assimp ##
## From following tutorials on learnopengl.com ##
## ##
## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##
@ -9,115 +9,19 @@
#ifndef QTK_MODEL_H
#define QTK_MODEL_H
// QT
#include <QObject>
#include <QOpenGLBuffer>
// Qt
#include <QOpenGLFunctions>
#include <QOpenGLShaderProgram>
#include <QOpenGLTexture>
#include <QOpenGLVertexArrayObject>
// Assimp
#include <assimp/postprocess.h>
#include <assimp/scene.h>
#include <assimp/Importer.hpp>
// QTK
#include "object.h"
// Qtk
#include "modelmesh.h"
#include "qtkapi.h"
#include "transform3D.h"
namespace Qtk {
/**
* 3D models will store this data for each vertex in geometry.
*/
struct QTKAPI ModelVertex {
QVector3D mPosition;
QVector3D mNormal;
QVector2D mTextureCoord;
QVector3D mTangent;
QVector3D mBitangent;
};
/**
* Struct to store model textures. 3D Models may have multiple.
*/
struct QTKAPI ModelTexture {
GLuint mID {};
QOpenGLTexture * mTexture {};
std::string mType {};
std::string mPath {};
};
class Model;
/**
* Mesh class specialized for storing 3D model data.
* Eventually this can be consolidated into a more generic class.
*/
class QTKAPI ModelMesh : protected QOpenGLFunctions {
public:
/*************************************************************************
* Typedefs
************************************************************************/
friend Model;
typedef std::vector<ModelVertex> Vertices;
typedef std::vector<GLuint> Indices;
typedef std::vector<ModelTexture> Textures;
/*************************************************************************
* Constructors, Destructors
************************************************************************/
ModelMesh(
Vertices vertices, Indices indices, Textures textures,
const char * vertexShader = ":/model-basic.vert",
const char * fragmentShader = ":/model-basic.frag") :
mProgram(new QOpenGLShaderProgram),
mVAO(new QOpenGLVertexArrayObject),
mVBO(new QOpenGLBuffer(QOpenGLBuffer::VertexBuffer)),
mEBO(new QOpenGLBuffer(QOpenGLBuffer::IndexBuffer)),
mVertices(std::move(vertices)), mIndices(std::move(indices)),
mTextures(std::move(textures)) {
initMesh(vertexShader, fragmentShader);
}
~ModelMesh() = default;
/*************************************************************************
* Public Methods
************************************************************************/
inline void draw() { draw(*mProgram); }
void draw(QOpenGLShaderProgram & shader);
/*************************************************************************
* Public Members
************************************************************************/
Vertices mVertices {};
Indices mIndices {};
Textures mTextures {};
Transform3D mTransform;
private:
/*************************************************************************
* Private Methods
************************************************************************/
void initMesh(const char * vert, const char * frag);
/*************************************************************************
* Private Members
************************************************************************/
QOpenGLBuffer *mVBO, *mEBO;
QOpenGLVertexArrayObject * mVAO;
QOpenGLShaderProgram * mProgram;
};
/**
* Model object that has a ModelMesh.
* Top-level object that represents 3D models stored within a scene.
@ -128,19 +32,27 @@ namespace Qtk {
* Typedefs
************************************************************************/
/* ModelManager typedef that will manage global model access. */
/** ModelManager typedef that will manage global model access. */
typedef QHash<QString, Model *> ModelManager;
/*************************************************************************
* Constructors, Destructors
************************************************************************/
// Default model shaders are provided but we can override them in the ctor
/**
* Constructs a Model
* If no shaders are provided we will use default shaders.
*
* @param name Name to use for the Model's objectName.
* @param path Path to the model to load for construction.
* @param vertexShader Optional path to custom vertex shader.
* @param fragmentShader Optional path to custom fragment shader.
*/
inline Model(
const char * name, const char * path,
const char * vertexShader = ":/model-basic.vert",
const char * fragmentShader = ":/model-basic.frag") :
Object(name, MODEL),
Object(name, QTK_MODEL),
mModelPath(path), mVertexShader(vertexShader),
mFragmentShader(fragmentShader) {
loadModel(mModelPath);
@ -152,7 +64,16 @@ namespace Qtk {
* Public Methods
************************************************************************/
/**
* Draws the model using attached shader program.
*/
void draw();
/**
* Draws the model using a custom shader program.
*
* @param shader Shader program to use to draw the model.
*/
void draw(QOpenGLShaderProgram & shader);
/**
@ -170,13 +91,13 @@ namespace Qtk {
************************************************************************/
/**
* Sets a uniform value
* Sets a uniform value for each ModelMesh within this Model.
*
* @tparam T The type of the value we are settings
* @param location The uniform location
* @param value The value to assign to the uniform
*/
template <typename T> void setUniform(const char * location, T value) {
template <typename T> inline void setUniform(const char * location, T value) {
for(auto & mesh : mMeshes) {
mesh.mProgram->bind();
mesh.mProgram->setUniformValue(location, value);
@ -195,9 +116,12 @@ namespace Qtk {
* @param name The name of the model to load as it was constructed.
* @return Pointer to the model stored within the scene.
*/
static Model * getInstance(const char * name);
[[nodiscard]] static Model * getInstance(const char * name);
Transform3D & getTransform() { return mTransform; }
/**
* @return Transform3D attached to this Model.
*/
inline Transform3D & getTransform() { return mTransform; }
private:
/*************************************************************************
@ -209,44 +133,69 @@ namespace Qtk {
* For a full list of formats see assimp documentation:
* https://github.com/assimp/assimp/blob/master/doc/Fileformats.md
*
* Models should not be loaded into Qt resource system.
* Large models should not be loaded into Qt resource system.
* Instead pass an *absolute* path to this function.
* Relative paths will break if Qtk is executed from different locations.
*
* Models can also be loaded from the `qtk/resource` directory using qrc
* format loadModel(":/models/backpack/backpack.obj").
* This does not use Qt resource system, it just provides similar syntax
* for accessing files within the same `resources/` directory.
*
* See resourcemanager.h for more information on how this works.
*
* @param path Absolute path to a model in .obj or another format accepted
* by assimp.
*/
void loadModel(const std::string & path);
/**
* Process a node in the model's geometry using Assimp.
*
* @param node The Assimp node to process.
* @param scene The Assimp scene for the loaded model.
*/
void processNode(aiNode * node, const aiScene * scene);
/**
* Process a mesh within a node using Assimp.
*
* @param mesh The Assimp mesh to process.
* @param scene The Assimp scene for the loaded model.
* @return
*/
ModelMesh processMesh(aiMesh * mesh, const aiScene * scene);
/**
* Load a collection of material texture using Assimp.
* This function loads diffuse, specular, and narmal material textures.
* A Mesh may have many of any or all of the texture types above.
* Models can have many Meshes attached.
* This function returns all textures for a single Mesh within a Model.
*
* @param mat Loaded Assimp material.
* @param type Type of the material.
* @param typeName Texture type name in string format.
* @return Collection of all textures for a single ModelMesh.
*/
ModelMesh::Textures loadMaterialTextures(
aiMaterial * mat, aiTextureType type, const std::string & typeName);
void sortModels();
/**
* Sorts each mesh in the Model based on distance from the camera.
* This is for efficient drawing in OpenGL by preventing the drawing of
* objects not visible due to being partially or entirely behind another
* object.
*/
void sortModelMeshes();
/*************************************************************************
* Private Members
************************************************************************/
/* Static QHash used to store and access models globally. */
/** Static QHash used to store and access models globally. */
static ModelManager mManager;
/* Container to store N loaded textures for this model. */
/** Container to store N loaded textures for this model. */
ModelMesh::Textures mTexturesLoaded {};
/* Container to store N loaded meshes for this model. */
/** Container to store N loaded meshes for this model. */
std::vector<ModelMesh> mMeshes {};
/* The directory this model and it's textures are stored. */
/** The directory this model and it's textures are stored. */
std::string mDirectory {};
/* File names for shaders and 3D model on disk. */
/** File names for shaders and 3D model on disk. */
const char *mVertexShader, *mFragmentShader, *mModelPath;
};
} // namespace Qtk

129
src/qtk/modelmesh.cpp Normal file
View File

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

138
src/qtk/modelmesh.h Normal file
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@ -0,0 +1,138 @@
/*##############################################################################
## Author: Shaun Reed ##
## Legal: All Content (c) 2023 Shaun Reed, all rights reserved ##
## About: ModelMesh class for importing 3D models with Assimp ##
## ##
## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##
##############################################################################*/
#ifndef QTK_MODELMESH_H
#define QTK_MODELMESH_H
// QTK
#include "object.h"
#include "transform3D.h"
namespace Qtk {
/**
* 3D models will store this data for each vertex in geometry.
*/
struct QTKAPI ModelVertex {
QVector3D mPosition;
QVector3D mNormal;
QVector2D mTextureCoord;
QVector3D mTangent;
QVector3D mBitangent;
};
/**
* Struct to store model textures. 3D Models may have multiple.
*/
struct QTKAPI ModelTexture {
/** Texture ID for for this texture. */
GLuint mID {};
QOpenGLTexture * mTexture {};
/**
* Type of this texture in string format.
* See calls to Model::loadMaterialTexture in Model::processMesh
*/
std::string mType {};
/** Path to the model on disk. */
std::string mPath {};
};
class Model;
/**
* Mesh class specialized for storing 3D model data.
* Eventually this can be consolidated into a more generic class.
*/
class QTKAPI ModelMesh : protected QOpenGLFunctions {
public:
/*************************************************************************
* Typedefs
************************************************************************/
friend Model;
typedef std::vector<ModelVertex> Vertices;
typedef std::vector<GLuint> Indices;
typedef std::vector<ModelTexture> Textures;
/*************************************************************************
* Constructors, Destructors
************************************************************************/
/**
* Construct a ModelMesh.
* If no shaders are provided defaults will be used.
*
* @param vertices Vertex data to use for this ModelMesh.
* @param indices Index data to use for this ModelMesh.
* @param textures Collection of ModelTextures for this ModelMesh.
* @param vertexShader Path to vertex shader for this ModelMesh.
* @param fragmentShader Path to fragment shader for this ModelMesh.
*/
ModelMesh(
Vertices vertices, Indices indices, Textures textures,
const char * vertexShader = ":/model-basic.vert",
const char * fragmentShader = ":/model-basic.frag") :
mProgram(new QOpenGLShaderProgram),
mVAO(new QOpenGLVertexArrayObject),
mVBO(new QOpenGLBuffer(QOpenGLBuffer::VertexBuffer)),
mEBO(new QOpenGLBuffer(QOpenGLBuffer::IndexBuffer)),
mVertices(std::move(vertices)), mIndices(std::move(indices)),
mTextures(std::move(textures)) {
initMesh(vertexShader, fragmentShader);
}
~ModelMesh() = default;
/*************************************************************************
* Public Methods
************************************************************************/
/**
* Draw the model with the attached shader program.
*/
inline void draw() { draw(*mProgram); }
/**
* Draw the model with a custom shader program.
* @param shader The shader program to use for drawing the object.
*/
void draw(QOpenGLShaderProgram & shader);
/*************************************************************************
* Public Members
************************************************************************/
Vertices mVertices {};
Indices mIndices {};
Textures mTextures {};
Transform3D mTransform;
private:
/*************************************************************************
* Private Methods
************************************************************************/
/**
* Initializes the buffers and shaders for this model mesh.
*
* @param vert Path to vertex shader to use for this model.
* @param frag Path to fragment shader to use for this model.
*/
void initMesh(const char * vert, const char * frag);
/*************************************************************************
* Private Members
************************************************************************/
QOpenGLBuffer *mVBO, *mEBO;
QOpenGLVertexArrayObject * mVAO;
QOpenGLShaderProgram * mProgram;
};
} // namespace Qtk
#endif // QTK_MODELMESH_H

View File

@ -1,6 +1,6 @@
/*##############################################################################
## Author: Shaun Reed ##
## Legal: All Content (c) 2022 Shaun Reed, all rights reserved ##
## Legal: All Content (c) 2023 Shaun Reed, all rights reserved ##
## About: Object class for storing object data ##
## ##
## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##

View File

@ -1,6 +1,6 @@
/*##############################################################################
## Author: Shaun Reed ##
## Legal: All Content (c) 2022 Shaun Reed, all rights reserved ##
## Legal: All Content (c) 2023 Shaun Reed, all rights reserved ##
## About: Object class for storing object data ##
## ##
## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##
@ -13,8 +13,8 @@
#include <QOpenGLTexture>
#include <QOpenGLVertexArrayObject>
#include "mesh.h"
#include "qtkapi.h"
#include "shape.h"
#include "texture.h"
namespace Qtk {
@ -38,7 +38,7 @@ namespace Qtk {
/**
* Enum flag to identify Object type without casting.
*/
enum Type { OBJECT, MESH, MODEL };
enum Type { QTK_OBJECT, QTK_MESH, QTK_MODEL };
/*************************************************************************
* Constructors / Destructors
@ -47,12 +47,16 @@ namespace Qtk {
// Initialize an object with no shape data assigned
explicit Object(const char * name, Type type) :
mName(name), mVBO(QOpenGLBuffer::VertexBuffer), mBound(false),
mType(type) {}
mType(type) {
setObjectName(name);
}
// Initialize an object with shape data assigned
Object(const char * name, const ShapeBase & shape, Type type) :
mName(name), mVBO(QOpenGLBuffer::VertexBuffer), mShape(shape),
mBound(false), mType(type) {}
mBound(false), mType(type) {
setObjectName(name);
}
~Object() override = default;
@ -156,7 +160,7 @@ namespace Qtk {
Texture mTexture;
const char * mName;
bool mBound;
Type mType = OBJECT;
Type mType = QTK_OBJECT;
};
} // namespace Qtk

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@ -1,6 +1,6 @@
/*##############################################################################
## Author: Shaun Reed ##
## Legal: All Content (c) 2022 Shaun Reed, all rights reserved ##
## Legal: All Content (c) 2023 Shaun Reed, all rights reserved ##
## About: Main window for Qt6 OpenGL widget application ##
## ##
## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##
@ -8,6 +8,7 @@
#ifndef QTK_QTKAPI_H
#define QTK_QTKAPI_H
#include <QFile>
#include <QWidget>
#include <QtCore/QtGlobal>
@ -41,8 +42,11 @@ namespace Qtk {
return widget;
}
/**
* @return Default icon to use for Qtk desktop application.
*/
static QIcon getIcon() {
return QIcon(":/icon.png");
return QIcon(":/icons/resources/icon.png");
}
} // namespace Qtk

View File

@ -1,6 +1,6 @@
/*##############################################################################
## Author: Shaun Reed ##
## Legal: All Content (c) 2022 Shaun Reed, all rights reserved ##
## Legal: All Content (c) 2023 Shaun Reed, all rights reserved ##
## About: Classes for managing objects and data within a scene ##
## ##
## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##
@ -15,7 +15,7 @@ Camera3D Scene::mCamera;
QMatrix4x4 Scene::mProjection;
/*******************************************************************************
* Constructors, Destructors
* Constructors / Destructors
******************************************************************************/
Scene::Scene() : mSceneName("Default Scene") {
@ -34,7 +34,7 @@ Scene::~Scene() {
}
/*******************************************************************************
* Accessors
* Public Methods
******************************************************************************/
std::vector<Object *> Scene::getObjects() const {
@ -49,9 +49,14 @@ std::vector<Object *> Scene::getObjects() const {
return objects;
}
/*******************************************************************************
* Setters
******************************************************************************/
Object * Scene::getObject(const QString & name) {
for(auto object : getObjects()) {
if(object->getName() == name) {
return object;
}
}
return Q_NULLPTR;
}
void Scene::setSkybox(Skybox * skybox) {
delete mSkybox;
@ -90,12 +95,3 @@ void Scene::privateDraw() {
mesh->draw();
}
}
Object * Scene::getObject(const QString & name) {
for(auto object : getObjects()) {
if(object->getName() == name) {
return object;
}
}
return Q_NULLPTR;
}

View File

@ -1,6 +1,6 @@
/*##############################################################################
## Author: Shaun Reed ##
## Legal: All Content (c) 2022 Shaun Reed, all rights reserved ##
## Legal: All Content (c) 2023 Shaun Reed, all rights reserved ##
## About: Classes for managing objects and data within a scene ##
## ##
## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##
@ -78,25 +78,43 @@ namespace Qtk {
* Accessors
************************************************************************/
/**
* @return All Qtk::Objects within the scene.
* If any object is invalid, we return an empty vector.
*/
[[nodiscard]] std::vector<Object *> getObjects() const;
/**
* Retrieve and object from the scene by it's objectName.
*
* @param name The objectName to look for within this scene.
* @return The found object or Q_NULLPTR if none found.
*/
[[nodiscard]] Object * getObject(const QString & name);
/**
* @return Camera attached to this scene.
*/
static Camera3D & getCamera() { return mCamera; }
[[nodiscard]] inline static Camera3D & getCamera() { return mCamera; }
/**
* @return View matrix for the camera attached to this scene.
*/
static QMatrix4x4 getViewMatrix() { return mCamera.toMatrix(); }
[[nodiscard]] inline static QMatrix4x4 getViewMatrix() {
return mCamera.toMatrix();
}
/**
* @return Projection matrix for the current view into the scene.
*/
static QMatrix4x4 & getProjectionMatrix() { return mProjection; }
[[nodiscard]] inline static QMatrix4x4 & getProjectionMatrix() {
return mProjection;
}
/**
* @return The active skybox for this scene.
*/
inline Skybox * getSkybox() { return mSkybox; }
[[nodiscard]] inline Skybox * getSkybox() { return mSkybox; }
/**
* @return The name for this scene. This is entirely user defined and not
@ -119,14 +137,6 @@ namespace Qtk {
return mModels;
}
/**
* @return All Qtk::Objects within the scene.
* If any object is invalid, we return an empty vector.
*/
[[nodiscard]] std::vector<Object *> getObjects() const;
[[nodiscard]] Object * getObject(const QString & name);
/*************************************************************************
* Setters
************************************************************************/
@ -138,6 +148,13 @@ namespace Qtk {
/**
* Adds objects to the scene.
* This template provides explicit specializations for valid types.
* Adding any object other than these types will cause errors.
* TODO: Refactor to use Object base class container for scene objects.
*
* If creating a new object type for a scene, it must inherit Qtk::Object
* and provide a specialization for this method.
*
* @param object The new object to add to the scene.
* @return The object added to the scene.
*/
@ -149,17 +166,15 @@ namespace Qtk {
inline void setSceneName(QString name) { mSceneName = std::move(name); }
signals:
/**
* Signal thrown when the scene is modified by adding or removing objects.
* This can be caught by a main application to update any associated data.
*
* @param sceneName The scene that has been updated.
*/
void sceneUpdated(QString sceneName);
private:
/*************************************************************************
* Private Members
************************************************************************/
static Camera3D mCamera;
static QMatrix4x4 mProjection;
bool mInit = false;
/*************************************************************************
* Private Methods
************************************************************************/
@ -170,11 +185,14 @@ namespace Qtk {
*/
void privateDraw();
private:
/*************************************************************************
* Private Members
************************************************************************/
static Camera3D mCamera;
static QMatrix4x4 mProjection;
bool mInit = false;
QString mSceneName;
/* The skybox for this scene. */
Skybox * mSkybox {};

View File

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

View File

@ -1,12 +1,12 @@
/*##############################################################################
## Author: Shaun Reed ##
## Legal: All Content (c) 2022 Shaun Reed, all rights reserved ##
## Legal: All Content (c) 2023 Shaun Reed, all rights reserved ##
## About: Collection of static mesh data for quick initialization ##
## ##
## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##
##############################################################################*/
#ifndef QTK_MESH_H
#define QTK_MESH_H
#ifndef QTK_SHAPE_H
#define QTK_SHAPE_H
#include <utility>
@ -17,11 +17,6 @@
#include "qtkapi.h"
#include "transform3D.h"
namespace Qtk {
class MeshRenderer;
class Object;
// Define vertices for drawing a cube using two faces (8 vertex points)
// Front Vertices
#define VERTEX_FTR QVector3D(0.5f, 0.5f, 0.5f) // 1
@ -63,7 +58,6 @@ namespace Qtk {
VECTOR_BACK, VECTOR_BACK, VECTOR_BACK
// clang-format on
// Colors using QVector3Ds as RGB values
#define WHITE VECTOR_ONE
#define BLACK VECTOR_ZERO
@ -79,6 +73,11 @@ namespace Qtk {
#define UV_RIGHT QVector2D(0.0f, 1.0f)
#define UV_CORNER QVector2D(1.0f, 1.0f)
namespace Qtk {
class MeshRenderer;
class Object;
// TODO: Vertices.getData(); Vertices.getStride();
typedef std::vector<QVector3D> Vertices;
typedef std::vector<QVector3D> Colors;
@ -106,6 +105,15 @@ namespace Qtk {
* Constructors / Destructors
************************************************************************/
/**
*
* @param mode OpenGL draw mode to use for this shape.
* @param v Vertex data for this shape.
* @param i Index data for this shape.
* @param c Color data for this shape.
* @param t Texture coordinates for this shape.
* @param n Normals for this shape.
*/
explicit ShapeBase(
DrawMode mode = QTK_DRAW_ARRAYS, Vertices v = {}, Indices i = {},
Colors c = {}, TexCoords t = {}, Normals n = {}) :
@ -118,24 +126,42 @@ namespace Qtk {
* Accessors
************************************************************************/
/**
* @return Vertex data for this shape.
*/
[[nodiscard]] inline const Vertices & getVertices() const {
return mVertices;
}
/**
* @return Index data for this shape.
*/
[[nodiscard]] inline const Indices & getIndexData() const {
return mIndices;
}
/**
* @return Color data for this shape.
*/
[[nodiscard]] inline const Colors & getColors() const { return mColors; }
/**
* @return Texture coordinates for this shape.
*/
[[nodiscard]] inline const TexCoords & getTexCoords() const {
return mTexCoords;
}
/**
* @return Normals for this shape.
*/
[[nodiscard]] inline const Normals & getNormals() const {
return mNormals;
}
/**
* @return Stride for texture coordinates on this shape.
*/
[[nodiscard]] inline size_t getTexCoordsStride() const {
return mTexCoords.size() * sizeof(mTexCoords[0]);
}
@ -146,7 +172,6 @@ namespace Qtk {
************************************************************************/
DrawMode mDrawMode;
Vertices mVertices {};
Colors mColors {};
Indices mIndices {};
@ -161,6 +186,7 @@ namespace Qtk {
************************************************************************/
friend MeshRenderer;
friend Object;
/*************************************************************************
@ -175,30 +201,45 @@ namespace Qtk {
* Setters
************************************************************************/
/**
* @param value Vertex data to use for this shape.
*/
virtual inline void setVertices(const Vertices & value) {
mVertices = value;
}
/**
* @param value Index data to use for this shape.
*/
virtual inline void setIndices(const Indices & value) {
mIndices = value;
}
/**
* @param value Color data to use for this shape.
*/
virtual inline void setColors(const Colors & value) { mColors = value; }
/**
* @param value Texture coordinates to use for this shape.
*/
virtual inline void setTexCoords(const TexCoords & value) {
mTexCoords = value;
}
/**
* @param value Normals to use for this shape.
*/
virtual inline void setNormals(const Normals & value) {
mNormals = value;
}
/**
* @param value Shape to copy into this Shape.
*/
virtual inline void setShape(const Shape & value) { *this = value; }
};
/* Primitives inherit from ShapeBase, doesn't allow setting shape values. */
class QTKAPI Mesh {};
/* Simple Cube shape. */
struct QTKAPI Cube : public ShapeBase {
explicit Cube(DrawMode mode = QTK_DRAW_ARRAYS);
@ -210,4 +251,4 @@ namespace Qtk {
};
} // namespace Qtk
#endif // QTK_MESH_H
#endif // QTK_SHAPE_H

View File

@ -1,6 +1,6 @@
/*##############################################################################
## Author: Shaun Reed ##
## Legal: All Content (c) 2022 Shaun Reed, all rights reserved ##
## Legal: All Content (c) 2023 Shaun Reed, all rights reserved ##
## About: Skybox class using QtOpenGL ##
## ##
## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##
@ -12,6 +12,20 @@
using namespace Qtk;
/*******************************************************************************
* Constructors / Destructors
******************************************************************************/
Skybox::Skybox(const std::string & name) :
Skybox(
":/right.png", ":/top.png", ":/front.png", ":/left.png", ":/bottom.png",
":/back.png", name) {}
Skybox::Skybox(QOpenGLTexture * cubeMap, const std::string & name) {
mTexture.setTexture(cubeMap);
init();
}
Skybox::Skybox(
const std::string & right, const std::string & top,
const std::string & front, const std::string & left,
@ -27,16 +41,6 @@ Skybox::Skybox(
QImage(back.c_str()));
}
Skybox::Skybox(const std::string & name) :
Skybox(
":/right.png", ":/top.png", ":/front.png", ":/left.png", ":/bottom.png",
":/back.png", name) {}
Skybox::Skybox(QOpenGLTexture * cubeMap, const std::string & name) {
mTexture.setTexture(cubeMap);
init();
}
/*******************************************************************************
* Public Member Functions
******************************************************************************/

View File

@ -1,6 +1,6 @@
/*##############################################################################
## Author: Shaun Reed ##
## Legal: All Content (c) 2022 Shaun Reed, all rights reserved ##
## Legal: All Content (c) 2023 Shaun Reed, all rights reserved ##
## About: Skybox class using QtOpenGL ##
## ##
## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##
@ -16,8 +16,8 @@
#include <QOpenGLVertexArrayObject>
#include "camera3d.h"
#include "mesh.h"
#include "qtkapi.h"
#include "shape.h"
#include "texture.h"
namespace Qtk {
@ -33,11 +33,35 @@ namespace Qtk {
************************************************************************/
// Delegate this constructor to use default skybox images
/**
* Construct Skybox using default images.
*
* @param name The objectName to use for the Skybox.
*/
explicit Skybox(const std::string & name = "Skybox");
/**
* Construct a skybox with an existing QOpenGLTexture.
* The texture should be a fully initialized cube map.
*
* @param cubeMap QOpenGLTexture to use for the new Skybox.
* @param name The objectName to use for the Skybox.
*/
explicit Skybox(
QOpenGLTexture * cubeMap, const std::string & name = "Skybox");
/**
* Construct a Skybox.
*
* @param right Image to use for the right side of the Skybox.
* @param top Image to use for the top side of the Skybox.
* @param front Image to use for the front side of the Skybox.
* @param left Image to use for the left side of the Skybox.
* @param bottom Image to use for the bottom side of the Skybox.
* @param back Image to use for the back side of the Skybox.
* @param name The objectName to use for this Skybox.
*/
Skybox(
const std::string & right, const std::string & top,
const std::string & front, const std::string & left,
@ -50,6 +74,9 @@ namespace Qtk {
* Public Methods
************************************************************************/
/**
* Draws the skybox.
*/
void draw();
private:
@ -57,6 +84,9 @@ namespace Qtk {
* Private Methods
************************************************************************/
/**
* Initializes OpenGL buffers and shaders for this skybox.
*/
void init();
/*************************************************************************

View File

@ -1,13 +1,11 @@
/*##############################################################################
## Author: Shaun Reed ##
## Legal: All Content (c) 2022 Shaun Reed, all rights reserved ##
## Legal: All Content (c) 2023 Shaun Reed, all rights reserved ##
## About: Texture class to help with texture and image initializations ##
## ##
## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##
##############################################################################*/
#include <utility>
#include <QDebug>
#include <QImageReader>
@ -59,9 +57,7 @@ QOpenGLTexture * OpenGLTextureFactory::initCubeMap(
const QImage & right, const QImage & top, const QImage & front,
const QImage & left, const QImage & bottom, const QImage & back) {
auto texture = new QOpenGLTexture(QOpenGLTexture::TargetCubeMap);
std::vector<QImage> faceTextures = {std::move(right), std::move(top),
std::move(front), std::move(left),
std::move(bottom), std::move(back)};
std::vector<QImage> faceTextures = {right, top, front, left, bottom, back};
// Initialize skybox cubemap texture
texture->create();
texture->bind();

View File

@ -1,6 +1,6 @@
/*##############################################################################
## Author: Shaun Reed ##
## Legal: All Content (c) 2022 Shaun Reed, all rights reserved ##
## Legal: All Content (c) 2023 Shaun Reed, all rights reserved ##
## About: Texture class to help with texture and image initializations ##
## ##
## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##
@ -156,52 +156,109 @@ namespace Qtk {
Texture() = default;
/**
* Copies an existing Texture object.
*
* @param value Texture to copy.
*/
Texture(const Texture & value) {
mOpenGLTexture = OpenGLTextureFactory::initTexture(value.mPath);
mPath = value.mPath;
}
/**
* @param path Path to texture to load on disk.
* @param flipX True if texture is to be flipped on the X axis.
* @param flipY True if texture is to be flipped on the Y axis.
*/
explicit Texture(
const char * path, bool flipX = false, bool flipY = false) :
mOpenGLTexture(OpenGLTextureFactory::initTexture(path, flipX, flipY)),
mPath(path) {}
/**
* Construct a Texture using an existing QOpenGLTexture.
*
* @param texture OpenGL texture to use for this Texture.
*/
explicit Texture(QOpenGLTexture * texture) : mOpenGLTexture(texture) {}
~Texture() { mOpenGLTexture->destroy(); }
/*************************************************************************
* Public Methods
************************************************************************/
/**
* @return True if the OpenGL texture has been initialized.
*/
[[nodiscard]] inline bool hasTexture() const {
return mOpenGLTexture != Q_NULLPTR;
}
/*************************************************************************
* Accessors
************************************************************************/
/**
* @return QOpenGLTexture associated with this Texture.
*/
[[nodiscard]] inline QOpenGLTexture & getOpenGLTexture() const {
return *mOpenGLTexture;
}
/**
* @return Path to this Texture on disk.
*/
[[nodiscard]] inline std::string getPath() const { return mPath; }
/*************************************************************************
* Setters
************************************************************************/
void setTexture(
/**
* Replaces the current texture with a new texture.
*
* @param path Path to the new texture to load.
* @param flipX True if texture is to be flipped on the X axis.
* @param flipY True if texture is to be flipped on the Y axis.
*/
inline void setTexture(
const std::string & path, bool flipX = false, bool flipY = false) {
mOpenGLTexture =
OpenGLTextureFactory::initTexture(path.data(), flipX, flipY);
mPath = path.data();
setTexture(path.c_str(), flipX, flipY);
}
void setTexture(
/**
* @param path Path to the new texture to load.
* @param flipX True if texture is to be flipped on the X axis.
* @param flipY True if texture is to be flipped on the Y axis.
*/
inline void setTexture(
const char * path, bool flipX = false, bool flipY = false) {
mOpenGLTexture = OpenGLTextureFactory::initTexture(path, flipX, flipY);
mPath = path;
}
/**
* Sets this Texture to be a cube map with all identical sides.
*
* @param path Path to texture to use for all sides of the cube map.
*/
virtual inline void setCubeMap(const char * path) {
mOpenGLTexture = OpenGLTextureFactory::initCubeMap(path);
mPath = path;
}
/**
* Sets this Texture to be a cube map with provided sides.
*
* @param right Path to texture to use for right cube map side.
* @param top Path to texture to use for top cube map side.
* @param front Path to texture to use for front cube map side.
* @param left Path to texture to use for left cube map side.
* @param bottom Path to texture to use for bottom cube map side.
* @param back Path to texture to use for back cube map side.
*/
virtual inline void setCubeMap(
const char * right, const char * top, const char * front,
const char * left, const char * bottom, const char * back) {
@ -209,6 +266,16 @@ namespace Qtk {
right, top, front, left, bottom, back);
}
/**
* Sets this Texture to be a cube map with provided sides.
*
* @param right Path to texture to use for right cube map side.
* @param top Path to texture to use for top cube map side.
* @param front Path to texture to use for front cube map side.
* @param left Path to texture to use for left cube map side.
* @param bottom Path to texture to use for bottom cube map side.
* @param back Path to texture to use for back cube map side.
*/
virtual inline void setCubeMap(
const QImage & right, const QImage & top, const QImage & front,
const QImage & left, const QImage & bottom, const QImage & back) {
@ -216,18 +283,14 @@ namespace Qtk {
right, top, front, left, bottom, back);
}
/*************************************************************************
* Public Methods
************************************************************************/
[[nodiscard]] inline bool hasTexture() const {
return mOpenGLTexture != Q_NULLPTR;
}
private:
/*************************************************************************
* Private Members
************************************************************************/
/**
* @param texture QOpenGLTexture to use for this Texture.
*/
inline void setTexture(QOpenGLTexture * texture) {
mOpenGLTexture = texture;
}
@ -236,7 +299,6 @@ namespace Qtk {
/* Path to this texture on disk or Qt resource. */
const char * mPath {};
};
} // namespace Qtk
#endif // QTOPENGL_TEXTURE_H

View File

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

View File

@ -1,6 +1,6 @@
/*##############################################################################
## Author: Shaun Reed ##
## Legal: All Content (c) 2022 Shaun Reed, all rights reserved ##
## Legal: All Content (c) 2023 Shaun Reed, all rights reserved ##
## About: Transform3D class to represent object position in 3D space ##
## From following tutorials at trentreed.net ##
## ##
@ -35,75 +35,154 @@ namespace Qtk {
mTranslation(0.0f, 0.0f, 0.0f) {}
/*************************************************************************
* Transformations
* Public Methods
************************************************************************/
/**
* @param dt Translation from last to current position.
*/
void translate(const QVector3D & dt);
/**
* @param dx X translation from last to current position.
* @param dy Y translation from last to current position.
* @param dz Z translation from last to current position.
*/
inline void translate(float dx, float dy, float dz) {
translate(QVector3D(dx, dy, dz));
}
// Scale object with multiplication
/**
* Scale the object size.
*
* @param ds Scalar vector to apply to the transform.
*/
void scale(const QVector3D & ds);
/**
* Scale the object size.
*
* @param dx Amount to scale on the X axis.
* @param dy Amount to scale on the Y axis.
* @param dz Amount to scale on the Z axis.
*/
inline void scale(float dx, float dy, float dz) {
scale(QVector3D(dx, dy, dz));
}
/**
* Scale the object size.
*
* @param factor Scalar to apply to all axis of the object.
*/
inline void scale(float factor) {
scale(QVector3D(factor, factor, factor));
}
// Multiplying by a rotation
void rotate(const QQuaternion & dr);
inline void rotate(float angle, const QVector3D & axis) {
rotate(QQuaternion::fromAxisAndAngle(axis, angle));
}
inline void rotate(float angle, float ax, float ay, float az) {
rotate(QQuaternion::fromAxisAndAngle(ax, ay, az, angle));
}
// Scale object by addition
/**
* @param ds 3D vector to add to scale axis.
*/
void grow(const QVector3D & ds);
/**
* @param dx Amount to grow X axis.
* @param dy Amount to grow Y axis.
* @param dz Amount to grow Z axis.
*/
inline void grow(float dx, float dy, float dz) {
grow(QVector3D(dx, dy, dz));
}
/**
* @param factor Amount to grow all axis equally.
*/
inline void grow(float factor) {
grow(QVector3D(factor, factor, factor));
}
/**
* @param dr Rotation to apply to the transform.
*/
void rotate(const QQuaternion & dr);
/**
* @param angle Angle to rotate.
* @param axis Axis to rotate apply the rotation on.
*/
inline void rotate(float angle, const QVector3D & axis) {
rotate(QQuaternion::fromAxisAndAngle(axis, angle));
}
/**
* Apply rotation upon an axis represented by the 3D vector (x, y, z)
*
* @param angle Angle to rotate.
* @param ax X axis to apply the rotation on.
* @param ay Y axis to apply the rotation on.
* @param az Z axis to apply the rotation on.
*/
inline void rotate(float angle, float ax, float ay, float az) {
rotate(QQuaternion::fromAxisAndAngle(ax, ay, az, angle));
}
/*************************************************************************
* Setters
************************************************************************/
// Set object position
/**
* @param t Position to move the transform to.
*/
void setTranslation(const QVector3D & t);
/**
* @param x X position to set transform.
* @param y Y position to set transform.
* @param z Z position to set transform.
*/
inline void setTranslation(float x, float y, float z) {
setTranslation(QVector3D(x, y, z));
}
// Set object scale
/**
* @param s Scale to set for this transform.
*/
void setScale(const QVector3D & s);
/**
* @param x X axis scale to set for this transform.
* @param y Y axis scale to set for this transform.
* @param z Z axis scale to set for this transform.
*/
inline void setScale(float x, float y, float z) {
setScale(QVector3D(x, y, z));
}
/**
* @param k Scale to set for all axis on this transform.
*/
inline void setScale(float k) { setScale(QVector3D(k, k, k)); }
// Set object rotation
/**
* @param r Rotation to set for this transform.
*/
void setRotation(const QQuaternion & r);
/**
* @param angle Angle to set for rotation.
* @param axis Axis to set rotation for.
*/
inline void setRotation(float angle, const QVector3D & axis) {
setRotation(QQuaternion::fromAxisAndAngle(axis, angle));
}
/**
* Sets a rotation upon an axis represented by the 3D vector (x, y, z)
*
* @param angle Angle to set rotation.
* @param ax X axis to set angle for.
* @param ay Y axis to set angle for.
* @param az Z axis to set angle for.
*/
inline void setRotation(float angle, float ax, float ay, float az) {
setRotation(QQuaternion::fromAxisAndAngle(ax, ay, az, angle));
}
@ -112,31 +191,55 @@ namespace Qtk {
* Getters
************************************************************************/
/**
* @return Translation for this transform.
*/
[[nodiscard]] inline const QVector3D & getTranslation() const {
return mTranslation;
}
/**
* @return Scale for this transform.
*/
[[nodiscard]] inline const QVector3D & getScale() const { return mScale; }
/**
* @return Rotation for this transform.
*/
[[nodiscard]] inline const QQuaternion & getRotation() const {
return mRotation;
}
/**
* @return Model to world matrix for this transform.
* transformation * rotation * scale = ModelToWorld
*/
const QMatrix4x4 & toMatrix();
/**
* @return Forward vector for this transform.
*/
[[nodiscard]] QVector3D getForward() const;
/**
* @return Up vector for this transform.
*/
[[nodiscard]] QVector3D getUp() const;
/**
* @return Right vector for this transform.
*/
[[nodiscard]] QVector3D getRight() const;
/*************************************************************************
* Public members
* Public Members
************************************************************************/
static const QVector3D LocalForward, LocalUp, LocalRight;
private:
/*************************************************************************
* Private members
* Private Members
************************************************************************/
QVector3D mTranslation;
@ -154,7 +257,6 @@ namespace Qtk {
#endif
};
// Qt Streams
#ifndef QT_NO_DEBUG_STREAM
QDebug operator<<(QDebug dbg, const Transform3D & transform);
#endif