Fix segfault binding unloaded texture.
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c5e21bd731
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@ -22,18 +22,7 @@ ExampleScene::~ExampleScene() = default;
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void ExampleScene::init()
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{
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setSkybox(new Qtk::Skybox(":/textures/skybox/right.png",
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":/textures/skybox/top.png",
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":/textures/skybox/front.png",
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":/textures/skybox/left.png",
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":/textures/skybox/bottom.png",
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":/textures/skybox/back.png",
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"Skybox"));
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std::string spartanPath = QTK_EXAMPLE_SOURCE_DIR;
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spartanPath += "/../resources/models/spartan/spartan.obj";
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auto spartan = addObject(new Model("spartan", spartanPath.c_str()));
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spartan->getTransform().setTranslation(-4.0f, 0.0f, 0.0f);
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setSkybox(new Qtk::Skybox);
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auto mesh = addObject(
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new Qtk::MeshRenderer("rightTriangle", Triangle(QTK_DRAW_ELEMENTS)));
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@ -121,9 +121,7 @@ void MeshRenderer::draw()
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bindShaders();
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mVAO.bind();
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if (mTexture.hasTexture()) {
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mTexture.getOpenGLTexture().bind();
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}
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mTexture.bind();
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// TODO: Automate uniforms some other way
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setUniformMVP();
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@ -138,9 +136,7 @@ void MeshRenderer::draw()
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mShape.mIndices.data());
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}
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if (mTexture.hasTexture()) {
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mTexture.getOpenGLTexture().release();
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}
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mTexture.bind();
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mVAO.release();
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releaseShaders();
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@ -17,9 +17,28 @@ using namespace Qtk;
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* Constructors / Destructors
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******************************************************************************/
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Skybox::Skybox(QOpenGLTexture * cubeMap, const std::string & name)
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Skybox::Skybox(const std::string & name) :
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mVBO(QOpenGLBuffer::VertexBuffer),
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mVertices(Cube(QTK_DRAW_ELEMENTS).getVertices()),
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mIndices(Cube(QTK_DRAW_ELEMENTS).getIndexData())
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{
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mTexture.setTexture(cubeMap);
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QImage image({1024, 1024}, QImage::Format_RGBA8888);
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image.fill(Qt::darkGray);
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mTexture.setCubeMap(image, image, image, image, image, image);
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init();
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}
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Skybox::Skybox(QOpenGLTexture * cubeMap, const std::string & name) :
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mVBO(QOpenGLBuffer::VertexBuffer),
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mVertices(Cube(QTK_DRAW_ELEMENTS).getVertices()),
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mIndices(Cube(QTK_DRAW_ELEMENTS).getIndexData())
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{
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if (cubeMap == Q_NULLPTR) {
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qDebug()
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<< "[Qtk] Failed to set cubemap for skybox with null QOpenGLTexture.";
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} else {
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mTexture.setTexture(cubeMap);
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}
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init();
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}
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@ -34,13 +53,13 @@ Skybox::Skybox(const std::string & right,
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mVertices(Cube(QTK_DRAW_ELEMENTS).getVertices()),
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mIndices(Cube(QTK_DRAW_ELEMENTS).getIndexData())
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{
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init();
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mTexture.setCubeMap(QImage(right.c_str()).mirrored(),
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QImage(top.c_str()),
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QImage(front.c_str()),
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QImage(left.c_str()),
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QImage(bottom.c_str()),
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QImage(back.c_str()));
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init();
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}
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/*******************************************************************************
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@ -54,7 +73,7 @@ void Skybox::draw()
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mVAO.bind();
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mProgram.bind();
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mTexture.getOpenGLTexture().bind();
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mTexture.bind();
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mProgram.setUniformValue("uProjectionMatrix", Scene::getProjectionMatrix());
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mProgram.setUniformValue("uViewMatrix", Scene::getCamera().toMatrix());
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@ -62,7 +81,7 @@ void Skybox::draw()
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glDrawElements(
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GL_TRIANGLES, mIndices.size(), GL_UNSIGNED_INT, mIndices.data());
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mTexture.getOpenGLTexture().bind();
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mTexture.bind();
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mProgram.release();
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mVAO.release();
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@ -34,7 +34,12 @@ namespace Qtk
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* Constructors / Destructors
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************************************************************************/
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// Delegate this constructor to use default skybox images
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/**
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* Construct a skybox with a default texture.
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*
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* @param name The objectName to use for the Skybox.
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*/
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explicit Skybox(const std::string & name = "Skybox");
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/**
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* Construct a skybox with an existing QOpenGLTexture.
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@ -104,9 +104,9 @@ QOpenGLTexture * OpenGLTextureFactory::initCubeMap(const QImage & right,
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QOpenGLTexture::CubeMapNegativeZ};
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int i = 0;
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for (const auto & face : faces) {
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QImage faceImage(faceTextures[i]);
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QImage & faceImage = faceTextures[i];
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if (faceImage.isNull()) {
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qDebug() << "Error loading cube map image\n";
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qDebug() << "[libqtk] Error loading cube map image\n";
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faceImage = defaultTexture();
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}
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faceImage = faceImage.convertToFormat(QImage::Format_RGBA8888);
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@ -217,6 +217,20 @@ namespace Qtk
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return mOpenGLTexture != Q_NULLPTR;
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}
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/**
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* Bind the OpenGL texture if it exists, avoiding segmentation faults.
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*/
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bool bind() const
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{
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if (hasTexture()) {
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// TODO: It would be nice to warn here but some objects may not have
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// a texture. Factor Texture out of those objects so we don't bind.
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mOpenGLTexture->bind();
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return true;
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}
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return false;
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}
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/*************************************************************************
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* Accessors
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************************************************************************/
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@ -300,12 +314,12 @@ namespace Qtk
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/**
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* Sets this Texture to be a cube map with provided sides.
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*
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* @param right Path to texture to use for right cube map side.
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* @param top Path to texture to use for top cube map side.
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* @param front Path to texture to use for front cube map side.
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* @param left Path to texture to use for left cube map side.
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* @param bottom Path to texture to use for bottom cube map side.
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* @param back Path to texture to use for back cube map side.
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* @param right QImage texture to use for right cube map side.
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* @param top QImage texture to use for top cube map side.
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* @param front QImage texture to use for front cube map side.
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* @param left QImage texture to use for left cube map side.
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* @param bottom QImage texture to use for bottom cube map side.
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* @param back QImage texture to use for back cube map side.
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*/
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virtual inline void setCubeMap(const QImage & right,
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const QImage & top,
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