Refactor
This commit is contained in:
parent
82b06c247d
commit
bc073fbd03
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@ -27,10 +27,7 @@ find_package(Qt6 COMPONENTS OpenGLWidgets REQUIRED)
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set(SOURCES app/main.cpp)
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qt6_add_resources(SOURCES resources.qrc)
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add_executable(
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qtk # Executable name
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${SOURCES} # Executable source code
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)
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add_executable(qtk ${SOURCES})
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################################################################################
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# External Libraries
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@ -22,7 +22,7 @@ Be sure to take note of the Qt6 installation directory, as we will need it to co
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Once Qt6 is installed, to build and run `qtk` on Ubuntu -
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```bash
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sudo apt update -y && sudo apt install freeglut3-dev libassimp-dev cmake build-essential git
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sudo apt update -y && sudo apt install libassimp-dev cmake build-essential git
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git clone https://gitlab.com/shaunrd0/qtk && cd qtk
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mkdir build && cd build
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cmake .. -DCMAKE_PREFIX_PATH=$HOME/Qt6/6.2.3/gcc_64 && cmake --build .
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@ -9,8 +9,8 @@
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#include <QApplication>
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#include <QLabel>
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#include <mainwidget.h>
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#include <mainwindow.h>
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#include <QSurfaceFormat>
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int main(int argc, char *argv[])
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@ -23,8 +23,8 @@ const QMatrix4x4 & Camera3D::toMatrix()
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{
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mWorld.setToIdentity();
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// Qt6 renamed QMatrix4x4::conjugate() to conjugated()
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mWorld.rotate(mTransform.rotation().conjugated());
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mWorld.translate(-mTransform.translation());
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mWorld.rotate(mTransform.getRotation().conjugated());
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mWorld.translate(-mTransform.getTranslation());
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return mWorld;
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}
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@ -24,18 +24,18 @@ public:
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// Accessors
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inline Transform3D & transform() { return mTransform;}
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inline const QVector3D & translation() const
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{ return mTransform.translation();}
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{ return mTransform.getTranslation();}
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inline const QQuaternion & rotation() const
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{ return mTransform.rotation();}
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{ return mTransform.getRotation();}
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const QMatrix4x4 & toMatrix();
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// Queries
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inline QVector3D forward() const
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{ return mTransform.rotation().rotatedVector(LocalForward);}
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{ return mTransform.getRotation().rotatedVector(LocalForward);}
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inline QVector3D right() const
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{ return mTransform.rotation().rotatedVector(LocalRight);}
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{ return mTransform.getRotation().rotatedVector(LocalRight);}
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inline QVector3D up() const
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{ return mTransform.rotation().rotatedVector(LocalUp);}
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{ return mTransform.getRotation().rotatedVector(LocalUp);}
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private:
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Transform3D mTransform;
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@ -62,8 +62,8 @@ void MainWidget::initObjects()
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// The Object class only stores basic QOpenGL* members and shape data
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// + Within mainwidget, mObject serves as a basic QOpenGL example
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mObject = new Object("testObject");
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mObject->setVertices(Cube(QTK_DRAW_ELEMENTS).vertices());
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mObject->setIndices(Cube(QTK_DRAW_ELEMENTS).indices());
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mObject->setVertices(Cube(QTK_DRAW_ELEMENTS).getVertices());
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mObject->setIndices(Cube(QTK_DRAW_ELEMENTS).getIndexData());
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mObject->mProgram.create();
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mObject->mProgram.addShaderFromSourceFile(QOpenGLShader::Vertex,
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":/solid-ambient.vert");
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@ -79,13 +79,15 @@ void MainWidget::initObjects()
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mObject->mVBO.setUsagePattern(QOpenGLBuffer::StaticDraw);
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mObject->mVBO.bind();
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mObject->mVBO.allocate(mObject->vertices().data(),
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mObject->vertices().size()
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* sizeof(mObject->vertices()[0]));
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mObject->mVBO.allocate(
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mObject->getVertices().data(),
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mObject->getVertices().size() * sizeof(mObject->getVertices()[0])
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);
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mObject->mProgram.enableAttributeArray(0);
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mObject->mProgram.setAttributeBuffer(0, GL_FLOAT, 0,
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3, sizeof(mObject->vertices()[0]));
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mObject->mProgram.setAttributeBuffer(
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0, GL_FLOAT, 0, 3, sizeof(mObject->getVertices()[0])
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);
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mObject->mProgram.setUniformValue("uColor", QVector3D(1.0f, 0.0f, 0.0f));
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mObject->mProgram.setUniformValue("uLightColor", WHITE);
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mObject->mProgram.setUniformValue("uAmbientStrength", 0.75f);
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@ -116,8 +118,8 @@ void MainWidget::paintGL()
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mObject->mProgram.setUniformValue("uModel", mObject->mTransform.toMatrix());
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mObject->mProgram.setUniformValue("uView", Scene::Camera().toMatrix());
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mObject->mProgram.setUniformValue("uProjection", Scene::Projection());
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glDrawElements(GL_TRIANGLES, mObject->indices().size(),
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GL_UNSIGNED_INT, mObject->indices().data());
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glDrawElements(GL_TRIANGLES, mObject->getIndexData().size(),
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GL_UNSIGNED_INT, mObject->getIndexData().data());
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mObject->mVAO.release();
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mObject->mProgram.release();
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}
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@ -22,7 +22,7 @@ class Model;
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class Object;
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class Scene;
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class Skybox;
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class Texture;
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class OpenGLTextureFactory;
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class MainWidget : public QOpenGLWidget,
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protected QOpenGLFunctions {
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10
src/mesh.h
10
src/mesh.h
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@ -86,11 +86,11 @@ struct ShapeBase {
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: mVertices(v), mColors(c), mIndices(i), mTexCoords(t), mNormals(n)
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{}
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inline const Vertices & vertices() const { return mVertices;}
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inline const Indices & indices() const { return mIndices;}
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inline const Colors & colors() const { return mColors;}
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inline const TexCoords & texCoords() const { return mTexCoords;}
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inline const Normals & normals() const { return mNormals;}
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inline const Vertices & getVertices() const { return mVertices;}
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inline const Indices & getIndexData() const { return mIndices;}
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inline const Colors & getColors() const { return mColors;}
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inline const TexCoords & getTexCoords() const { return mTexCoords;}
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inline const Normals & getNormals() const { return mNormals;}
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protected:
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DrawMode mDrawMode;
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@ -68,9 +68,9 @@ void MeshRenderer::init()
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// Combine position and color data into one vector, allowing us to use one VBO
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Vertices combined;
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combined.reserve(vertices().size() + colors().size());
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combined.insert(combined.end(), vertices().begin(), vertices().end());
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combined.insert(combined.end(), colors().begin(), colors().end());
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combined.reserve(getVertices().size() + getColors().size());
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combined.insert(combined.end(), getVertices().begin(), getVertices().end());
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combined.insert(combined.end(), getColors().begin(), getColors().end());
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mVBO.allocate(combined.data(),
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combined.size() * sizeof(combined[0]));
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@ -82,7 +82,7 @@ void MeshRenderer::init()
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// Enable color attribute, setting offset to total size of vertices()
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mProgram.enableAttributeArray(1);
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mProgram.setAttributeBuffer(1, GL_FLOAT,
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vertices().size() * sizeof(vertices()[0]),
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getVertices().size() * sizeof(getVertices()[0]),
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3, sizeof(QVector3D));
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mVBO.release();
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@ -104,7 +104,7 @@ void MeshRenderer::draw()
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setUniformMVP();
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if (mShape.mDrawMode == QTK_DRAW_ARRAYS) {
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glDrawArrays(mDrawType, 0, vertices().size());
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glDrawArrays(mDrawType, 0, getVertices().size());
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}
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else if (mShape.mDrawMode == QTK_DRAW_ELEMENTS
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|| mShape.mDrawMode == QTK_DRAW_ELEMENTS_NORMALS) {
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@ -137,12 +137,12 @@ void MeshRenderer::setUniformMVP(const char * model, const char * view,
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void MeshRenderer::setColor(const QVector3D & color)
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{
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if (mShape.mColors.empty()) {
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for (const auto & vertex : mShape.vertices()) {
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for (const auto & vertex : mShape.getVertices()) {
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mShape.mColors.push_back(color);
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}
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}
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else {
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for (int i = 0; i < mShape.colors().size(); i++) {
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for (int i = 0; i < mShape.getColors().size(); i++) {
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mShape.mColors[i] = color;
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}
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}
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@ -150,7 +150,7 @@ void MeshRenderer::setColor(const QVector3D & color)
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void MeshRenderer::setTexture(const char * path)
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{
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mTexture = new QOpenGLTexture(*Texture::initImage(path));
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mTexture = new QOpenGLTexture(*OpenGLTextureFactory::initImage(path));
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mHasTexture = true;
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}
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@ -11,15 +11,17 @@
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#include <mesh.h>
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#include <object.h>
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#include <utility>
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class MeshRenderer : public Object {
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public:
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// Delegate constructors
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MeshRenderer(const char * name, Vertices vertices, Indices indices,
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DrawMode mode=QTK_DRAW_ARRAYS)
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: MeshRenderer(name, ShapeBase(mode, vertices, indices))
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: MeshRenderer(name, ShapeBase(mode, std::move(vertices), std::move(indices)))
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{}
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MeshRenderer(const char * name)
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explicit MeshRenderer(const char * name)
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: MeshRenderer(name, Cube(QTK_DRAW_ELEMENTS))
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{}
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// Constructor
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@ -172,7 +172,7 @@ void Model::flipTexture(const std::string & fileName, bool flipX, bool flipY)
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texture.mTexture->destroy();
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texture.mTexture->create();
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texture.mTexture->setData(
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*Texture::initImage(fullPath.c_str(), flipX, flipY));
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*OpenGLTextureFactory::initImage(fullPath.c_str(), flipX, flipY));
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modified = true;
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}
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}
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@ -369,7 +369,7 @@ ModelMesh::Textures Model::loadMaterialTextures(
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// If the texture has not yet been loaded
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if (!skip) {
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ModelTexture texture;
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texture.mTexture = Texture::initTexture2D(
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texture.mTexture = OpenGLTextureFactory::initTexture2D(
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std::string(mDirectory + '/' + fileName.C_Str()).c_str(),
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false, false);
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texture.mID = texture.mTexture->textureId();
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@ -393,8 +393,8 @@ void Model::sortModels()
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auto cameraDistance = [&cameraPos](const ModelMesh &a, const ModelMesh &b)
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{
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// Sort by the first vertex position, since all transforms will be the same
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return (cameraPos.translation().distanceToPoint(a.mVertices[0].mPosition))
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< (cameraPos.translation().distanceToPoint(b.mVertices[0].mPosition));
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return (cameraPos.getTranslation().distanceToPoint(a.mVertices[0].mPosition))
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< (cameraPos.getTranslation().distanceToPoint(b.mVertices[0].mPosition));
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};
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std::sort(mMeshes.begin(), mMeshes.end(), cameraDistance);
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}
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@ -24,6 +24,7 @@
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// QTK
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#include <transform3D.h>
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#include <object.h>
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struct ModelVertex {
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21
src/object.h
21
src/object.h
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~Object() {}
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inline const Vertices & vertices() { return mShape.mVertices;}
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inline const Indices & indices() { return mShape.mIndices;}
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inline const Colors & colors() { return mShape.mColors;}
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inline const TexCoords & texCoords() { return mShape.mTexCoords;}
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inline const Normals & normals() { return mShape.mNormals;}
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// Look to MeshRenderer for wrapped texture functionality
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// + Object only exposes a QOpenGLTexture object with no wrapped features
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inline QOpenGLTexture & texture() const { return *mTexture;}
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// These custom types are wrapped for Qtk
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inline const Colors & getColors() { return mShape.mColors;}
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inline const Indices & getIndexData() { return mShape.mIndices;}
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inline const Normals & getNormals() { return mShape.mNormals;}
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inline const Shape & getShape() { return mShape;}
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inline const TexCoords & getTexCoords() { return mShape.mTexCoords;}
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inline const Vertices & getVertices() { return mShape.mVertices;}
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virtual inline void setVertices(const Vertices & value) { mShape.mVertices = value;}
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virtual inline void setIndices(const Indices & value) { mShape.mIndices = value;}
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virtual inline void setColors(const Colors & value) { mShape.mColors = value;}
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virtual inline void setTexCoords(const TexCoords & value) { mShape.mTexCoords = value;}
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virtual inline void setIndices(const Indices & value) { mShape.mIndices = value;}
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virtual inline void setNormals(const Normals & value) { mShape.mNormals = value;}
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virtual inline void setShape(const Shape & value) { mShape = value;}
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virtual inline void setTexCoords(const TexCoords & value) { mShape.mTexCoords = value;}
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virtual inline void setVertices(const Vertices & value) { mShape.mVertices = value;}
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// To set mTexture use the accessor and QOpenGLTexture API
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QOpenGLBuffer mVBO, mNBO;
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QOpenGLVertexArrayObject mVAO;
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180
src/scene.cpp
180
src/scene.cpp
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@ -63,12 +63,11 @@ void Scene::init()
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mTestPhong->mNBO.create();
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mTestPhong->mNBO.setUsagePattern(QOpenGLBuffer::StaticDraw);
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mTestPhong->mNBO.bind();
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mTestPhong->mNBO.allocate(mTestPhong->normals().data(),
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mTestPhong->normals().size()
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* sizeof(mTestPhong->normals()[0]));
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mTestPhong->mNBO.allocate(mTestPhong->getNormals().data(),
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mTestPhong->getNormals().size()
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* sizeof(mTestPhong->getNormals()[0]));
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mTestPhong->mProgram.enableAttributeArray(1);
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mTestPhong->mProgram.setAttributeBuffer(1, GL_FLOAT, 0,
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3, sizeof(QVector3D));
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mTestPhong->mProgram.setAttributeBuffer(1, GL_FLOAT, 0, 3, sizeof(QVector3D));
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mTestPhong->mNBO.release();
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mTestPhong->mVAO.release();
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mTestPhong->mProgram.release();
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@ -88,9 +87,9 @@ void Scene::init()
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mTestAmbient->mNBO.create();
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mTestAmbient->mNBO.setUsagePattern(QOpenGLBuffer::StaticDraw);
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mTestAmbient->mNBO.bind();
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mTestAmbient->mNBO.allocate(mTestAmbient->normals().data(),
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mTestAmbient->normals().size()
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* sizeof(mTestAmbient->normals()[0]));
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mTestAmbient->mNBO.allocate(mTestAmbient->getNormals().data(),
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mTestAmbient->getNormals().size()
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* sizeof(mTestAmbient->getNormals()[0]));
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mTestAmbient->mProgram.enableAttributeArray(1);
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mTestAmbient->mProgram.setAttributeBuffer(1, GL_FLOAT, 0,
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3, sizeof(QVector3D));
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@ -112,9 +111,9 @@ void Scene::init()
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mTestDiffuse->mNBO.create();
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mTestDiffuse->mNBO.setUsagePattern(QOpenGLBuffer::StaticDraw);
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mTestDiffuse->mNBO.bind();
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mTestDiffuse->mNBO.allocate(mTestDiffuse->normals().data(),
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mTestDiffuse->normals().size()
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* sizeof(mTestDiffuse->normals()[0]));
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mTestDiffuse->mNBO.allocate(mTestDiffuse->getNormals().data(),
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mTestDiffuse->getNormals().size()
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* sizeof(mTestDiffuse->getNormals()[0]));
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mTestDiffuse->mProgram.enableAttributeArray(1);
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mTestDiffuse->mProgram.setAttributeBuffer(1, GL_FLOAT, 0,
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3, sizeof(QVector3D));
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@ -138,9 +137,9 @@ void Scene::init()
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mTestSpecular->mNBO.create();
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mTestSpecular->mNBO.setUsagePattern(QOpenGLBuffer::StaticDraw);
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mTestSpecular->mNBO.bind();
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mTestSpecular->mNBO.allocate(mTestSpecular->normals().data(),
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mTestSpecular->normals().size()
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* sizeof(mTestSpecular->normals()[0]));
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mTestSpecular->mNBO.allocate(mTestSpecular->getNormals().data(),
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mTestSpecular->getNormals().size()
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* sizeof(mTestSpecular->getNormals()[0]));
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mTestSpecular->mProgram.enableAttributeArray(1);
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mTestSpecular->mProgram.setAttributeBuffer(1, GL_FLOAT, 0,
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3, sizeof(QVector3D));
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@ -157,36 +156,29 @@ void Scene::init()
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mModels.back()->flipTexture("diffuse.jpg", false, true);
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mModels.back()->mTransform.setTranslation(0.0f, 0.0f, -10.0f);
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mModels.push_back(
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new Model("bird",
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"../resources/models/bird/bird.obj"));
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mModels.push_back(new Model("bird", "../resources/models/bird/bird.obj"));
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mModels.back()->mTransform.setTranslation(2.0f, 2.0f, -10.0f);
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// Sometimes the models are very large
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mModels.back()->mTransform.scale(0.0025f);
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mModels.back()->mTransform.rotate(-110.0f, 0.0f, 1.0f, 0.0f);
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mModels.push_back(new Model("lion",
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"../resources/models/lion/lion.obj"));
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mModels.push_back(new Model("lion", "../resources/models/lion/lion.obj"));
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mModels.back()->mTransform.setTranslation(-3.0f, -1.0f, -10.0f);
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mModels.back()->mTransform.scale(0.15f);
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mModels.push_back(
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new Model("alien",
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"../resources/models/alien-hominid/alien.obj"));
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new Model("alien", "../resources/models/alien-hominid/alien.obj"));
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mModels.back()->mTransform.setTranslation(2.0f, -1.0f, -5.0f);
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mModels.back()->mTransform.scale(0.15f);
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mModels.push_back(
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new Model("scythe",
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"../resources/models/scythe/scythe.obj")
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);
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mModels.push_back( new Model("scythe",
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"../resources/models/scythe/scythe.obj"));
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mModels.back()->mTransform.setTranslation(-6.0f, 0.0f, -10.0f);
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mModels.back()->mTransform.rotate(-90.0f, 1.0f, 0.0f, 0.0f);
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mModels.back()->mTransform.rotate(90.0f, 0.0f, 1.0f, 0.0f);
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mModels.push_back(
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new Model("masterChief",
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"../resources/models/spartan/spartan.obj"));
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new Model("masterChief", "../resources/models/spartan/spartan.obj"));
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mModels.back()->mTransform.setTranslation(-1.5f, 0.5f, -2.0f);
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||||
|
@ -250,8 +242,7 @@ void Scene::init()
|
|||
|
||||
|
||||
// Test basic cube with phong.vert and phong.frag shaders
|
||||
mMeshes.push_back(
|
||||
new MeshRenderer("testLight", Triangle(QTK_DRAW_ELEMENTS)));
|
||||
mMeshes.push_back(new MeshRenderer("testLight", Triangle(QTK_DRAW_ELEMENTS)));
|
||||
mMeshes.back()->mTransform.setTranslation(5.0f, 1.25f, 10.0f);
|
||||
mMeshes.back()->mTransform.scale(0.25f);
|
||||
mMeshes.back()->setDrawType(GL_LINE_LOOP);
|
||||
|
@ -259,8 +250,7 @@ void Scene::init()
|
|||
mMeshes.back()->setColor(GREEN);
|
||||
mMeshes.back()->init();
|
||||
|
||||
mMeshes.push_back(
|
||||
new MeshRenderer("testPhong", Cube(QTK_DRAW_ARRAYS)));
|
||||
mMeshes.push_back(new MeshRenderer("testPhong", Cube(QTK_DRAW_ARRAYS)));
|
||||
mMeshes.back()->mTransform.setTranslation(5.0f, 0.0f, 10.0f);
|
||||
mMeshes.back()->setShaders(":/phong.vert", ":/phong.frag");
|
||||
mMeshes.back()->setColor(QVector3D(0.0f, 0.25f, 0.0f));
|
||||
|
@ -271,9 +261,9 @@ void Scene::init()
|
|||
mMeshes.back()->mNBO.create();
|
||||
mMeshes.back()->mNBO.bind();
|
||||
|
||||
mMeshes.back()->mNBO.allocate(mMeshes.back()->normals().data(),
|
||||
mMeshes.back()->normals().size()
|
||||
* sizeof(mMeshes.back()->normals()[0]));
|
||||
mMeshes.back()->mNBO.allocate(mMeshes.back()->getNormals().data(),
|
||||
mMeshes.back()->getNormals().size()
|
||||
* sizeof(mMeshes.back()->getNormals()[0]));
|
||||
mMeshes.back()->mProgram.enableAttributeArray(1);
|
||||
mMeshes.back()->mProgram.setAttributeBuffer(1, GL_FLOAT, 0,
|
||||
3, sizeof(QVector3D));
|
||||
|
@ -303,8 +293,7 @@ void Scene::init()
|
|||
new MeshRenderer("rightTriangle", Triangle(QTK_DRAW_ELEMENTS)));
|
||||
mMeshes.back()->mTransform.setTranslation(-5.0f, 0.0f, -2.0f);
|
||||
|
||||
mMeshes.push_back(
|
||||
new MeshRenderer("centerCube", Cube(QTK_DRAW_ELEMENTS)));
|
||||
mMeshes.push_back(new MeshRenderer("centerCube", Cube(QTK_DRAW_ELEMENTS)));
|
||||
mMeshes.back()->mTransform.setTranslation(-7.0f, 0.0f, -2.0f);
|
||||
|
||||
mMeshes.push_back(
|
||||
|
@ -340,9 +329,9 @@ void Scene::init()
|
|||
mMeshes.back()->mNBO.bind();
|
||||
mMeshes.back()->mProgram.bind();
|
||||
|
||||
mMeshes.back()->mNBO.allocate(mMeshes.back()->normals().data(),
|
||||
mMeshes.back()->normals().size()
|
||||
* sizeof(mMeshes.back()->normals()[0]));
|
||||
mMeshes.back()->mNBO.allocate(mMeshes.back()->getNormals().data(),
|
||||
mMeshes.back()->getNormals().size()
|
||||
* sizeof(mMeshes.back()->getNormals()[0]));
|
||||
mMeshes.back()->mProgram.enableAttributeArray(1);
|
||||
mMeshes.back()->mProgram.setAttributeBuffer(1, GL_FLOAT, 0,
|
||||
3, sizeof(QVector3D));
|
||||
|
@ -353,7 +342,8 @@ void Scene::init()
|
|||
|
||||
// RGB Normals cube to show normals are correct with QTK_DRAW_ELEMENTS_NORMALS
|
||||
mMeshes.push_back(
|
||||
new MeshRenderer("rgbNormalsCubeElementsTest", Cube(QTK_DRAW_ELEMENTS_NORMALS)));
|
||||
new MeshRenderer("rgbNormalsCubeElementsTest",
|
||||
Cube(QTK_DRAW_ELEMENTS_NORMALS)));
|
||||
mMeshes.back()->mTransform.setTranslation(5.0f, 0.0f, 2.0f);
|
||||
mMeshes.back()->setShaders(":/rgb-normals.vert", ":/rgb-normals.frag");
|
||||
mMeshes.back()->init();
|
||||
|
@ -362,9 +352,9 @@ void Scene::init()
|
|||
mMeshes.back()->mNBO.bind();
|
||||
mMeshes.back()->mProgram.bind();
|
||||
|
||||
mMeshes.back()->mNBO.allocate(mMeshes.back()->normals().data(),
|
||||
mMeshes.back()->normals().size()
|
||||
* sizeof(mMeshes.back()->normals()[0]));
|
||||
mMeshes.back()->mNBO.allocate(mMeshes.back()->getNormals().data(),
|
||||
mMeshes.back()->getNormals().size()
|
||||
* sizeof(mMeshes.back()->getNormals()[0]));
|
||||
mMeshes.back()->mProgram.enableAttributeArray(1);
|
||||
mMeshes.back()->mProgram.setAttributeBuffer(1, GL_FLOAT, 0,
|
||||
3, sizeof(QVector3D));
|
||||
|
@ -384,19 +374,16 @@ void Scene::init()
|
|||
mMeshes.back()->init();
|
||||
mMeshes.back()->mProgram.bind();
|
||||
|
||||
mMeshes.back()->setTexture(Texture::initTexture2D(":/crate.png"));
|
||||
mMeshes.back()->setTexture(OpenGLTextureFactory::initTexture2D(":/crate.png"));
|
||||
mMeshes.back()->setUniform("uTexture", 0);
|
||||
mMeshes.back()->texture().bind();
|
||||
|
||||
mMeshes.back()->texture().release();
|
||||
|
||||
mMeshes.back()->mVAO.bind();
|
||||
mMeshes.back()->mNBO.destroy();
|
||||
mMeshes.back()->mNBO.create();
|
||||
mMeshes.back()->mNBO.bind();
|
||||
mMeshes.back()->mNBO.allocate(mMeshes.back()->mShape.texCoords().data(),
|
||||
mMeshes.back()->mShape.texCoords().size()
|
||||
* sizeof(mMeshes.back()->mShape.texCoords()[0]));
|
||||
mMeshes.back()->mNBO.allocate(mMeshes.back()->mShape.getTexCoords().data(),
|
||||
mMeshes.back()->mShape.getTexCoords().size()
|
||||
* sizeof(mMeshes.back()->mShape.getTexCoords()[0]));
|
||||
mMeshes.back()->mProgram.enableAttributeArray(1);
|
||||
mMeshes.back()->mProgram.setAttributeBuffer(1, GL_FLOAT, 0,
|
||||
2, sizeof(QVector2D));
|
||||
|
@ -415,13 +402,13 @@ void Scene::init()
|
|||
mMeshes.back()->mNBO.bind();
|
||||
mMeshes.back()->mProgram.bind();
|
||||
|
||||
mMeshes.back()->mNBO.allocate(mMeshes.back()->texCoords().data(),
|
||||
mMeshes.back()->texCoords().size()
|
||||
* sizeof(mMeshes.back()->texCoords()[0]));
|
||||
mMeshes.back()->mNBO.allocate(mMeshes.back()->getTexCoords().data(),
|
||||
mMeshes.back()->getTexCoords().size()
|
||||
* sizeof(mMeshes.back()->getTexCoords()[0]));
|
||||
mMeshes.back()->mProgram.enableAttributeArray(1);
|
||||
mMeshes.back()->mProgram.setAttributeBuffer(1, GL_FLOAT, 0,
|
||||
3, sizeof(QVector3D));
|
||||
mMeshes.back()->setTexture(Texture::initTexture2D(":/crate.png"));
|
||||
mMeshes.back()->setTexture(OpenGLTextureFactory::initTexture2D(":/crate.png"));
|
||||
|
||||
mMeshes.back()->mProgram.setUniformValue("uTexture", 0);
|
||||
mMeshes.back()->mProgram.release();
|
||||
|
@ -439,16 +426,16 @@ void Scene::init()
|
|||
mMeshes.back()->init();
|
||||
mMeshes.back()->mProgram.bind();
|
||||
|
||||
mMeshes.back()->setTexture(Texture::initCubeMap(":/crate.png"));
|
||||
mMeshes.back()->setTexture(OpenGLTextureFactory::initCubeMap(":/crate.png"));
|
||||
mMeshes.back()->setUniform("uTexture", 0);
|
||||
|
||||
mMeshes.back()->mVAO.bind();
|
||||
mMeshes.back()->mNBO.destroy();
|
||||
mMeshes.back()->mNBO.create();
|
||||
mMeshes.back()->mNBO.bind();
|
||||
mMeshes.back()->mNBO.allocate(mMeshes.back()->mShape.texCoords().data(),
|
||||
mMeshes.back()->mShape.texCoords().size()
|
||||
* sizeof(mMeshes.back()->mShape.texCoords()[0]));
|
||||
mMeshes.back()->mNBO.allocate(mMeshes.back()->mShape.getTexCoords().data(),
|
||||
mMeshes.back()->mShape.getTexCoords().size()
|
||||
* sizeof(mMeshes.back()->mShape.getTexCoords()[0]));
|
||||
mMeshes.back()->mProgram.enableAttributeArray(1);
|
||||
mMeshes.back()->mProgram.setAttributeBuffer(1, GL_FLOAT, 0,
|
||||
2, sizeof(QVector2D));
|
||||
|
@ -458,8 +445,7 @@ void Scene::init()
|
|||
|
||||
// Create a cube with custom shaders
|
||||
// + Apply RGB normals shader and spin the cube for a neat effect
|
||||
mMeshes.push_back(
|
||||
new MeshRenderer("rgbNormalsCube", Cube(QTK_DRAW_ARRAYS)));
|
||||
mMeshes.push_back(new MeshRenderer("rgbNormalsCube", Cube(QTK_DRAW_ARRAYS)));
|
||||
mMeshes.back()->mTransform.setTranslation(5.0f, 2.0f, -2.0f);
|
||||
mMeshes.back()->setShaders(":/rgb-normals.vert", ":/rgb-normals.frag");
|
||||
mMeshes.back()->init();
|
||||
|
@ -468,9 +454,9 @@ void Scene::init()
|
|||
mMeshes.back()->mNBO.bind();
|
||||
mMeshes.back()->mProgram.bind();
|
||||
|
||||
mMeshes.back()->mNBO.allocate(mMeshes.back()->normals().data(),
|
||||
mMeshes.back()->normals().size()
|
||||
* sizeof(mMeshes.back()->normals()[0]));
|
||||
mMeshes.back()->mNBO.allocate(mMeshes.back()->getNormals().data(),
|
||||
mMeshes.back()->getNormals().size()
|
||||
* sizeof(mMeshes.back()->getNormals()[0]));
|
||||
mMeshes.back()->mProgram.enableAttributeArray(1);
|
||||
mMeshes.back()->mProgram.setAttributeBuffer(1, GL_FLOAT, 0,
|
||||
3, sizeof(QVector3D));
|
||||
|
@ -490,9 +476,9 @@ void Scene::init()
|
|||
mMeshes.back()->mVAO.bind();
|
||||
mMeshes.back()->mNBO.create();
|
||||
mMeshes.back()->mNBO.bind();
|
||||
mMeshes.back()->mNBO.allocate(mMeshes.back()->normals().data(),
|
||||
mMeshes.back()->normals().size()
|
||||
* sizeof(mMeshes.back()->normals()[0]));
|
||||
mMeshes.back()->mNBO.allocate(mMeshes.back()->getNormals().data(),
|
||||
mMeshes.back()->getNormals().size()
|
||||
* sizeof(mMeshes.back()->getNormals()[0]));
|
||||
mMeshes.back()->mProgram.enableAttributeArray(1);
|
||||
mMeshes.back()->mProgram.setAttributeBuffer(1, GL_FLOAT, 0,
|
||||
3, sizeof(QVector3D));
|
||||
|
@ -512,9 +498,9 @@ void Scene::init()
|
|||
mMeshes.back()->mVAO.bind();
|
||||
mMeshes.back()->mNBO.create();
|
||||
mMeshes.back()->mNBO.bind();
|
||||
mMeshes.back()->mNBO.allocate(mMeshes.back()->normals().data(),
|
||||
mMeshes.back()->normals().size()
|
||||
* sizeof(mMeshes.back()->normals()[0]));
|
||||
mMeshes.back()->mNBO.allocate(mMeshes.back()->getNormals().data(),
|
||||
mMeshes.back()->getNormals().size()
|
||||
* sizeof(mMeshes.back()->getNormals()[0]));
|
||||
mMeshes.back()->mProgram.enableAttributeArray(1);
|
||||
mMeshes.back()->mProgram.setAttributeBuffer(1, GL_FLOAT, 0,
|
||||
3, sizeof(QVector3D));
|
||||
|
@ -530,19 +516,16 @@ void Scene::init()
|
|||
mMeshes.back()->init();
|
||||
mMeshes.back()->mProgram.bind();
|
||||
|
||||
mMeshes.back()->setTexture(Texture::initTexture2D(":/crate.png"));
|
||||
mMeshes.back()->setTexture(OpenGLTextureFactory::initTexture2D(":/crate.png"));
|
||||
mMeshes.back()->setUniform("uTexture", 0);
|
||||
mMeshes.back()->texture().bind();
|
||||
|
||||
mMeshes.back()->texture().release();
|
||||
|
||||
mMeshes.back()->mVAO.bind();
|
||||
mMeshes.back()->mNBO.destroy();
|
||||
mMeshes.back()->mNBO.create();
|
||||
mMeshes.back()->mNBO.bind();
|
||||
mMeshes.back()->mNBO.allocate(mMeshes.back()->mShape.texCoords().data(),
|
||||
mMeshes.back()->mShape.texCoords().size()
|
||||
* sizeof(mMeshes.back()->mShape.texCoords()[0]));
|
||||
mMeshes.back()->mNBO.allocate(mMeshes.back()->mShape.getTexCoords().data(),
|
||||
mMeshes.back()->mShape.getTexCoords().size()
|
||||
* sizeof(mMeshes.back()->mShape.getTexCoords()[0]));
|
||||
mMeshes.back()->mProgram.enableAttributeArray(1);
|
||||
mMeshes.back()->mProgram.setAttributeBuffer(1, GL_FLOAT, 0,
|
||||
2, sizeof(QVector2D));
|
||||
|
@ -559,19 +542,16 @@ void Scene::init()
|
|||
mMeshes.back()->init();
|
||||
mMeshes.back()->mProgram.bind();
|
||||
|
||||
mMeshes.back()->setTexture(Texture::initTexture2D(":/crate.png"));
|
||||
mMeshes.back()->setTexture(OpenGLTextureFactory::initTexture2D(":/crate.png"));
|
||||
mMeshes.back()->setUniform("uTexture", 0);
|
||||
mMeshes.back()->texture().bind();
|
||||
|
||||
mMeshes.back()->texture().release();
|
||||
|
||||
mMeshes.back()->mVAO.bind();
|
||||
mMeshes.back()->mNBO.destroy();
|
||||
mMeshes.back()->mNBO.create();
|
||||
mMeshes.back()->mNBO.bind();
|
||||
mMeshes.back()->mNBO.allocate(mMeshes.back()->mShape.texCoords().data(),
|
||||
mMeshes.back()->mShape.texCoords().size()
|
||||
* sizeof(mMeshes.back()->mShape.texCoords()[0]));
|
||||
mMeshes.back()->mNBO.allocate(mMeshes.back()->mShape.getTexCoords().data(),
|
||||
mMeshes.back()->mShape.getTexCoords().size()
|
||||
* sizeof(mMeshes.back()->mShape.getTexCoords()[0]));
|
||||
mMeshes.back()->mProgram.enableAttributeArray(1);
|
||||
mMeshes.back()->mProgram.setAttributeBuffer(1, GL_FLOAT, 0,
|
||||
2, sizeof(QVector2D));
|
||||
|
@ -614,7 +594,7 @@ void Scene::draw()
|
|||
{
|
||||
mSkybox.draw();
|
||||
|
||||
for (auto & model : mModels) model->draw();
|
||||
for (const auto & model : mModels) model->draw();
|
||||
|
||||
for (const auto & mesh : mMeshes) mesh->draw();
|
||||
|
||||
|
@ -623,15 +603,15 @@ void Scene::draw()
|
|||
mTestPhong->mTransform.toMatrix().normalMatrix());
|
||||
mTestPhong->setUniform(
|
||||
"uLightPosition",
|
||||
MeshRenderer::getInstance("phongLight")->mTransform.translation());
|
||||
MeshRenderer::getInstance("phongLight")->mTransform.getTranslation());
|
||||
mTestPhong->setUniform("uCameraPosition",
|
||||
Scene::Camera().transform().translation());
|
||||
Scene::Camera().transform().getTranslation());
|
||||
mTestPhong->mProgram.release();
|
||||
mTestPhong->draw();
|
||||
|
||||
mTestAmbient->mProgram.bind();
|
||||
mTestAmbient->setUniform("uCameraPosition",
|
||||
Scene::Camera().transform().translation());
|
||||
Scene::Camera().transform().getTranslation());
|
||||
mTestAmbient->mProgram.release();
|
||||
mTestAmbient->draw();
|
||||
|
||||
|
@ -640,8 +620,9 @@ void Scene::draw()
|
|||
mTestDiffuse->mTransform.toMatrix().normalMatrix());
|
||||
mTestDiffuse->setUniform(
|
||||
"uLightPosition",
|
||||
MeshRenderer::getInstance("diffuseLight")->mTransform.translation());
|
||||
mTestDiffuse->setUniform("uCameraPosition", Scene::Camera().transform().translation());
|
||||
MeshRenderer::getInstance("diffuseLight")->mTransform.getTranslation());
|
||||
mTestDiffuse->setUniform("uCameraPosition",
|
||||
Scene::Camera().transform().getTranslation());
|
||||
mTestDiffuse->mProgram.release();
|
||||
mTestDiffuse->draw();
|
||||
|
||||
|
@ -651,19 +632,21 @@ void Scene::draw()
|
|||
mTestSpecular->mTransform.toMatrix().normalMatrix());
|
||||
mTestSpecular->setUniform(
|
||||
"uLightPosition",
|
||||
MeshRenderer::getInstance("specularLight")->mTransform.translation());
|
||||
mTestSpecular->setUniform("uCameraPosition", Scene::Camera().transform().translation());
|
||||
MeshRenderer::getInstance("specularLight")->mTransform.getTranslation());
|
||||
mTestSpecular->setUniform("uCameraPosition",
|
||||
Scene::Camera().transform().getTranslation());
|
||||
mTestSpecular->mProgram.release();
|
||||
mTestSpecular->draw();
|
||||
}
|
||||
|
||||
void Scene::update()
|
||||
{
|
||||
auto position = MeshRenderer::getInstance("alienTestLight")->mTransform.translation();
|
||||
auto position = MeshRenderer::getInstance(
|
||||
"alienTestLight")->mTransform.getTranslation();
|
||||
Model::getInstance("alienTest")->setUniform(
|
||||
"uLight.position", position);
|
||||
Model::getInstance("alienTest")->setUniform(
|
||||
"uCameraPosition", Scene::Camera().transform().translation());
|
||||
"uCameraPosition", Scene::Camera().transform().getTranslation());
|
||||
auto posMatrix = Model::getInstance("alienTest")->mTransform.toMatrix();
|
||||
Model::getInstance("alienTest")->setUniform(
|
||||
"uMVP.normalMatrix", posMatrix.normalMatrix());
|
||||
|
@ -675,11 +658,12 @@ void Scene::update()
|
|||
"uMVP.projection", Scene::Projection());
|
||||
Model::getInstance("alienTest")->mTransform.rotate(0.75f, 0.0f, 1.0f, 0.0f);
|
||||
|
||||
position = MeshRenderer::getInstance("spartanTestLight")->mTransform.translation();
|
||||
position = MeshRenderer::getInstance(
|
||||
"spartanTestLight")->mTransform.getTranslation();
|
||||
Model::getInstance("spartanTest")->setUniform(
|
||||
"uLight.position", position);
|
||||
Model::getInstance("spartanTest")->setUniform(
|
||||
"uCameraPosition", Scene::Camera().transform().translation());
|
||||
"uCameraPosition", Scene::Camera().transform().getTranslation());
|
||||
posMatrix = Model::getInstance("spartanTest")->mTransform.toMatrix();
|
||||
Model::getInstance("spartanTest")->setUniform(
|
||||
"uMVP.normalMatrix", posMatrix.normalMatrix());
|
||||
|
@ -696,11 +680,11 @@ void Scene::update()
|
|||
MeshRenderer::getInstance("testPhong")->mTransform.rotate(
|
||||
0.75f, 1.0f, 0.5f, 0.0f);
|
||||
MeshRenderer::getInstance("testPhong")->mProgram.bind();
|
||||
position = MeshRenderer::getInstance("testLight")->mTransform.translation();
|
||||
position = MeshRenderer::getInstance("testLight")->mTransform.getTranslation();
|
||||
MeshRenderer::getInstance("testPhong")->setUniform(
|
||||
"uLight.position", position);
|
||||
MeshRenderer::getInstance("testPhong")->setUniform(
|
||||
"uCameraPosition", Scene::Camera().transform().translation());
|
||||
"uCameraPosition", Scene::Camera().transform().getTranslation());
|
||||
posMatrix = MeshRenderer::getInstance("testPhong")->mTransform.toMatrix();
|
||||
MeshRenderer::getInstance("testPhong")->setUniform(
|
||||
"uMVP.normalMatrix", posMatrix.normalMatrix());
|
||||
|
@ -736,7 +720,7 @@ void Scene::update()
|
|||
static float translateX = 0.025f;
|
||||
float limit = -9.0f; // Origin position.x - 2.0f
|
||||
float posX =
|
||||
MeshRenderer::getInstance("topTriangle")->mTransform.translation().x();
|
||||
MeshRenderer::getInstance("topTriangle")->mTransform.getTranslation().x();
|
||||
if (posX < limit || posX > limit + 4.0f) {
|
||||
translateX = -translateX;
|
||||
}
|
||||
|
|
|
@ -15,13 +15,13 @@
|
|||
Skybox::Skybox(std::string right, std::string top, std::string front,
|
||||
std::string left, std::string bottom, std::string back,
|
||||
const std::string & name)
|
||||
: mCubeMap(Texture::initCubeMap(
|
||||
: mCubeMap(OpenGLTextureFactory::initCubeMap(
|
||||
QImage(right.c_str()).mirrored(), QImage(top.c_str()),
|
||||
QImage(front.c_str()), QImage(left.c_str()),
|
||||
QImage(bottom.c_str()), QImage(back.c_str()))),
|
||||
mVBO(QOpenGLBuffer::VertexBuffer),
|
||||
mVertices(Cube(QTK_DRAW_ELEMENTS).vertices()),
|
||||
mIndices(Cube(QTK_DRAW_ELEMENTS).indices())
|
||||
mVertices(Cube(QTK_DRAW_ELEMENTS).getVertices()),
|
||||
mIndices(Cube(QTK_DRAW_ELEMENTS).getIndexData())
|
||||
{ init();}
|
||||
|
||||
Skybox::Skybox(std::string name)
|
||||
|
|
|
@ -11,8 +11,7 @@
|
|||
|
||||
#include <texture.h>
|
||||
|
||||
|
||||
QImage * Texture::initImage(const char * image, bool flipX, bool flipY)
|
||||
QImage * OpenGLTextureFactory::initImage(const char * image, bool flipX, bool flipY)
|
||||
{
|
||||
// Qt6 limits loaded images to 256MB by default
|
||||
QImageReader::setAllocationLimit(512);
|
||||
|
@ -26,7 +25,7 @@ QImage * Texture::initImage(const char * image, bool flipX, bool flipY)
|
|||
return loadedImage;
|
||||
}
|
||||
|
||||
QOpenGLTexture * Texture::initTexture2D(const char * texture,
|
||||
QOpenGLTexture * OpenGLTextureFactory::initTexture2D(const char * texture,
|
||||
bool flipX, bool flipY)
|
||||
{
|
||||
QImage * image = initImage(texture, flipX, flipY);
|
||||
|
@ -39,14 +38,14 @@ QOpenGLTexture * Texture::initTexture2D(const char * texture,
|
|||
return newTexture;
|
||||
}
|
||||
|
||||
QOpenGLTexture * Texture::initCubeMap(const char * tile)
|
||||
QOpenGLTexture * OpenGLTextureFactory::initCubeMap(const char * tile)
|
||||
{
|
||||
return initCubeMap(QImage(tile), QImage(tile),
|
||||
QImage(tile), QImage(tile),
|
||||
QImage(tile), QImage(tile));
|
||||
}
|
||||
|
||||
QOpenGLTexture * Texture::initCubeMap(
|
||||
QOpenGLTexture * OpenGLTextureFactory::initCubeMap(
|
||||
const char * right, const char * top,
|
||||
const char * front, const char * left,
|
||||
const char * bottom, const char * back)
|
||||
|
@ -56,7 +55,7 @@ QOpenGLTexture * Texture::initCubeMap(
|
|||
QImage(bottom), QImage(back));
|
||||
}
|
||||
|
||||
QOpenGLTexture * Texture::initCubeMap(
|
||||
QOpenGLTexture * OpenGLTextureFactory::initCubeMap(
|
||||
QImage right, QImage top,
|
||||
QImage front, QImage left,
|
||||
QImage bottom, QImage back)
|
||||
|
|
|
@ -12,9 +12,9 @@
|
|||
#include <QOpenGLTexture>
|
||||
|
||||
|
||||
class Texture {
|
||||
class OpenGLTextureFactory {
|
||||
public:
|
||||
~Texture() {}
|
||||
~OpenGLTextureFactory() {}
|
||||
|
||||
// QImage
|
||||
static QImage * initImage(const char * image,
|
||||
|
@ -36,7 +36,7 @@ public:
|
|||
|
||||
private:
|
||||
// Private ctor to prevent creating instances of this class
|
||||
Texture() {}
|
||||
OpenGLTextureFactory() {}
|
||||
};
|
||||
|
||||
#endif // QTOPENGL_TEXTURE_H
|
||||
|
|
|
@ -90,17 +90,17 @@ const QMatrix4x4 & Transform3D::toMatrix()
|
|||
* Queries
|
||||
******************************************************************************/
|
||||
|
||||
QVector3D Transform3D::forward() const
|
||||
QVector3D Transform3D::getForward() const
|
||||
{
|
||||
return mRotation.rotatedVector(LocalForward);
|
||||
}
|
||||
|
||||
QVector3D Transform3D::up() const
|
||||
QVector3D Transform3D::getUp() const
|
||||
{
|
||||
return mRotation.rotatedVector(LocalUp);
|
||||
}
|
||||
|
||||
QVector3D Transform3D::right() const
|
||||
QVector3D Transform3D::getRight() const
|
||||
{
|
||||
return mRotation.rotatedVector(LocalRight);
|
||||
}
|
||||
|
@ -113,16 +113,16 @@ QVector3D Transform3D::right() const
|
|||
QDebug operator<<(QDebug dbg, const Transform3D & transform)
|
||||
{
|
||||
dbg << "Transform3D\n{\n";
|
||||
dbg << "Position: <" << transform.translation().x() << ", "
|
||||
<< transform.translation().y() << ", "
|
||||
<< transform.translation().z() << ">\n";
|
||||
dbg << "Scale: <" << transform.scale().x() << ", "
|
||||
<< transform.scale().y() << ", "
|
||||
<< transform.scale().z() << ">\n";
|
||||
dbg << "Rotation: <" << transform.rotation().x() << ", "
|
||||
<< transform.rotation().y() << ", "
|
||||
<< transform.rotation().z() << " | " <<
|
||||
transform.rotation().scalar() << ">\n}";
|
||||
dbg << "Position: <" << transform.getTranslation().x() << ", "
|
||||
<< transform.getTranslation().y() << ", "
|
||||
<< transform.getTranslation().z() << ">\n";
|
||||
dbg << "Scale: <" << transform.getScale().x() << ", "
|
||||
<< transform.getScale().y() << ", "
|
||||
<< transform.getScale().z() << ">\n";
|
||||
dbg << "Rotation: <" << transform.getRotation().x() << ", "
|
||||
<< transform.getRotation().y() << ", "
|
||||
<< transform.getRotation().z() << " | " <<
|
||||
transform.getRotation().scalar() << ">\n}";
|
||||
return dbg;
|
||||
}
|
||||
|
||||
|
|
|
@ -77,14 +77,14 @@ public:
|
|||
//
|
||||
// Accessors
|
||||
|
||||
inline const QVector3D & translation() const { return mTranslation;}
|
||||
inline const QVector3D & scale() const { return mScale; }
|
||||
inline const QQuaternion & rotation() const { return mRotation; }
|
||||
inline const QVector3D & getTranslation() const { return mTranslation;}
|
||||
inline const QVector3D & getScale() const { return mScale; }
|
||||
inline const QQuaternion & getRotation() const { return mRotation; }
|
||||
const QMatrix4x4 & toMatrix();
|
||||
|
||||
QVector3D forward() const;
|
||||
QVector3D up() const;
|
||||
QVector3D right() const;
|
||||
QVector3D getForward() const;
|
||||
QVector3D getUp() const;
|
||||
QVector3D getRight() const;
|
||||
|
||||
static const QVector3D LocalForward, LocalUp, LocalRight;
|
||||
|
||||
|
|
Loading…
Reference in New Issue