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2 Commits

Author SHA1 Message Date
Shaun Reed c745da30c6 Work on Texture class 2022-07-17 17:20:39 -04:00
Shaun Reed bc073fbd03 Refactor 2022-07-17 13:23:23 -04:00
19 changed files with 211 additions and 216 deletions

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@ -27,10 +27,7 @@ find_package(Qt6 COMPONENTS OpenGLWidgets REQUIRED)
set(SOURCES app/main.cpp)
qt6_add_resources(SOURCES resources.qrc)
add_executable(
qtk # Executable name
${SOURCES} # Executable source code
)
add_executable(qtk ${SOURCES})
################################################################################
# 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
Once Qt6 is installed, to build and run `qtk` on Ubuntu -
```bash
sudo apt update -y && sudo apt install freeglut3-dev libassimp-dev cmake build-essential git
sudo apt update -y && sudo apt install libassimp-dev cmake build-essential git
git clone https://gitlab.com/shaunrd0/qtk && cd qtk
mkdir build && cd build
cmake .. -DCMAKE_PREFIX_PATH=$HOME/Qt6/6.2.3/gcc_64 && cmake --build .

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@ -9,8 +9,8 @@
#include <QApplication>
#include <QLabel>
#include <mainwidget.h>
#include <mainwindow.h>
#include <QSurfaceFormat>
int main(int argc, char *argv[])

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@ -23,8 +23,8 @@ const QMatrix4x4 & Camera3D::toMatrix()
{
mWorld.setToIdentity();
// Qt6 renamed QMatrix4x4::conjugate() to conjugated()
mWorld.rotate(mTransform.rotation().conjugated());
mWorld.translate(-mTransform.translation());
mWorld.rotate(mTransform.getRotation().conjugated());
mWorld.translate(-mTransform.getTranslation());
return mWorld;
}

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@ -24,18 +24,18 @@ public:
// Accessors
inline Transform3D & transform() { return mTransform;}
inline const QVector3D & translation() const
{ return mTransform.translation();}
{ return mTransform.getTranslation();}
inline const QQuaternion & rotation() const
{ return mTransform.rotation();}
{ return mTransform.getRotation();}
const QMatrix4x4 & toMatrix();
// Queries
inline QVector3D forward() const
{ return mTransform.rotation().rotatedVector(LocalForward);}
{ return mTransform.getRotation().rotatedVector(LocalForward);}
inline QVector3D right() const
{ return mTransform.rotation().rotatedVector(LocalRight);}
{ return mTransform.getRotation().rotatedVector(LocalRight);}
inline QVector3D up() const
{ return mTransform.rotation().rotatedVector(LocalUp);}
{ return mTransform.getRotation().rotatedVector(LocalUp);}
private:
Transform3D mTransform;

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@ -62,8 +62,8 @@ void MainWidget::initObjects()
// The Object class only stores basic QOpenGL* members and shape data
// + Within mainwidget, mObject serves as a basic QOpenGL example
mObject = new Object("testObject");
mObject->setVertices(Cube(QTK_DRAW_ELEMENTS).vertices());
mObject->setIndices(Cube(QTK_DRAW_ELEMENTS).indices());
mObject->setVertices(Cube(QTK_DRAW_ELEMENTS).getVertices());
mObject->setIndices(Cube(QTK_DRAW_ELEMENTS).getIndexData());
mObject->mProgram.create();
mObject->mProgram.addShaderFromSourceFile(QOpenGLShader::Vertex,
":/solid-ambient.vert");
@ -79,13 +79,15 @@ void MainWidget::initObjects()
mObject->mVBO.setUsagePattern(QOpenGLBuffer::StaticDraw);
mObject->mVBO.bind();
mObject->mVBO.allocate(mObject->vertices().data(),
mObject->vertices().size()
* sizeof(mObject->vertices()[0]));
mObject->mVBO.allocate(
mObject->getVertices().data(),
mObject->getVertices().size() * sizeof(mObject->getVertices()[0])
);
mObject->mProgram.enableAttributeArray(0);
mObject->mProgram.setAttributeBuffer(0, GL_FLOAT, 0,
3, sizeof(mObject->vertices()[0]));
mObject->mProgram.setAttributeBuffer(
0, GL_FLOAT, 0, 3, sizeof(mObject->getVertices()[0])
);
mObject->mProgram.setUniformValue("uColor", QVector3D(1.0f, 0.0f, 0.0f));
mObject->mProgram.setUniformValue("uLightColor", WHITE);
mObject->mProgram.setUniformValue("uAmbientStrength", 0.75f);
@ -116,8 +118,8 @@ void MainWidget::paintGL()
mObject->mProgram.setUniformValue("uModel", mObject->mTransform.toMatrix());
mObject->mProgram.setUniformValue("uView", Scene::Camera().toMatrix());
mObject->mProgram.setUniformValue("uProjection", Scene::Projection());
glDrawElements(GL_TRIANGLES, mObject->indices().size(),
GL_UNSIGNED_INT, mObject->indices().data());
glDrawElements(GL_TRIANGLES, mObject->getIndexData().size(),
GL_UNSIGNED_INT, mObject->getIndexData().data());
mObject->mVAO.release();
mObject->mProgram.release();
}

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@ -22,7 +22,7 @@ class Model;
class Object;
class Scene;
class Skybox;
class Texture;
class OpenGLTextureFactory;
class MainWidget : public QOpenGLWidget,
protected QOpenGLFunctions {

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@ -86,11 +86,11 @@ struct ShapeBase {
: mVertices(v), mColors(c), mIndices(i), mTexCoords(t), mNormals(n)
{}
inline const Vertices & vertices() const { return mVertices;}
inline const Indices & indices() const { return mIndices;}
inline const Colors & colors() const { return mColors;}
inline const TexCoords & texCoords() const { return mTexCoords;}
inline const Normals & normals() const { return mNormals;}
inline const Vertices & getVertices() const { return mVertices;}
inline const Indices & getIndexData() const { return mIndices;}
inline const Colors & getColors() const { return mColors;}
inline const TexCoords & getTexCoords() const { return mTexCoords;}
inline const Normals & getNormals() const { return mNormals;}
protected:
DrawMode mDrawMode;

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@ -29,9 +29,6 @@ MeshRenderer::MeshRenderer(const char * name, const ShapeBase & shape)
MeshRenderer::~MeshRenderer()
{
if (mHasTexture) {
mTexture->destroy();
}
sInstances.remove(mName);
}
@ -68,9 +65,9 @@ void MeshRenderer::init()
// Combine position and color data into one vector, allowing us to use one VBO
Vertices combined;
combined.reserve(vertices().size() + colors().size());
combined.insert(combined.end(), vertices().begin(), vertices().end());
combined.insert(combined.end(), colors().begin(), colors().end());
combined.reserve(getVertices().size() + getColors().size());
combined.insert(combined.end(), getVertices().begin(), getVertices().end());
combined.insert(combined.end(), getColors().begin(), getColors().end());
mVBO.allocate(combined.data(),
combined.size() * sizeof(combined[0]));
@ -82,7 +79,7 @@ void MeshRenderer::init()
// Enable color attribute, setting offset to total size of vertices()
mProgram.enableAttributeArray(1);
mProgram.setAttributeBuffer(1, GL_FLOAT,
vertices().size() * sizeof(vertices()[0]),
getVertices().size() * sizeof(getVertices()[0]),
3, sizeof(QVector3D));
mVBO.release();
@ -96,15 +93,15 @@ void MeshRenderer::draw()
mProgram.bind();
mVAO.bind();
if(mHasTexture) {
mTexture->bind();
if(mTexture.hasTexture()) {
mTexture.getOpenGLTexture().bind();
}
// TODO: Automate uniforms some other way
setUniformMVP();
if (mShape.mDrawMode == QTK_DRAW_ARRAYS) {
glDrawArrays(mDrawType, 0, vertices().size());
glDrawArrays(mDrawType, 0, getVertices().size());
}
else if (mShape.mDrawMode == QTK_DRAW_ELEMENTS
|| mShape.mDrawMode == QTK_DRAW_ELEMENTS_NORMALS) {
@ -112,8 +109,8 @@ void MeshRenderer::draw()
GL_UNSIGNED_INT, mShape.mIndices.data());
}
if(mHasTexture) {
mTexture->release();
if(mTexture.hasTexture()) {
mTexture.getOpenGLTexture().release();
}
mVAO.release();
@ -137,29 +134,17 @@ void MeshRenderer::setUniformMVP(const char * model, const char * view,
void MeshRenderer::setColor(const QVector3D & color)
{
if (mShape.mColors.empty()) {
for (const auto & vertex : mShape.vertices()) {
for (const auto & vertex : mShape.getVertices()) {
mShape.mColors.push_back(color);
}
}
else {
for (int i = 0; i < mShape.colors().size(); i++) {
for (int i = 0; i < mShape.getColors().size(); i++) {
mShape.mColors[i] = color;
}
}
}
void MeshRenderer::setTexture(const char * path)
{
mTexture = new QOpenGLTexture(*Texture::initImage(path));
mHasTexture = true;
}
void MeshRenderer::setTexture(QOpenGLTexture * texture)
{
mTexture = texture;
mHasTexture = true;
}
/*******************************************************************************
* Inherited Virtual Member Functions

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@ -11,15 +11,17 @@
#include <mesh.h>
#include <object.h>
#include <utility>
class MeshRenderer : public Object {
public:
// Delegate constructors
MeshRenderer(const char * name, Vertices vertices, Indices indices,
DrawMode mode=QTK_DRAW_ARRAYS)
: MeshRenderer(name, ShapeBase(mode, vertices, indices))
: MeshRenderer(name, ShapeBase(mode, std::move(vertices), std::move(indices)))
{}
MeshRenderer(const char * name)
explicit MeshRenderer(const char * name)
: MeshRenderer(name, Cube(QTK_DRAW_ELEMENTS))
{}
// Constructor
@ -53,11 +55,6 @@ public:
void setUniformMVP(const char * model="uModel", const char * view="uView",
const char * projection="uProjection");
// Sets the texture to the image at the given path
// + Sets mHasTexture to enable texture binding in draw()
void setTexture(const char * path);
void setTexture(QOpenGLTexture * texture);
// These functions modify data stored in a VBO
// + After calling them, the VBO will need to be reallocated
void setShape(const Shape & value) override;

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@ -172,7 +172,7 @@ void Model::flipTexture(const std::string & fileName, bool flipX, bool flipY)
texture.mTexture->destroy();
texture.mTexture->create();
texture.mTexture->setData(
*Texture::initImage(fullPath.c_str(), flipX, flipY));
*OpenGLTextureFactory::initImage(fullPath.c_str(), flipX, flipY));
modified = true;
}
}
@ -369,7 +369,7 @@ ModelMesh::Textures Model::loadMaterialTextures(
// If the texture has not yet been loaded
if (!skip) {
ModelTexture texture;
texture.mTexture = Texture::initTexture2D(
texture.mTexture = OpenGLTextureFactory::initTexture2D(
std::string(mDirectory + '/' + fileName.C_Str()).c_str(),
false, false);
texture.mID = texture.mTexture->textureId();
@ -390,12 +390,13 @@ ModelMesh::Textures Model::loadMaterialTextures(
void Model::sortModels()
{
auto cameraPos = Scene::Camera().transform();
auto cameraDistance = [&cameraPos](const ModelMesh &a, const ModelMesh &b)
{
// Sort by the first vertex position, since all transforms will be the same
return (cameraPos.translation().distanceToPoint(a.mVertices[0].mPosition))
< (cameraPos.translation().distanceToPoint(b.mVertices[0].mPosition));
};
auto cameraDistance =
[&cameraPos](const ModelMesh &a, const ModelMesh &b)
{
// Sort by the first vertex position in the model
return (cameraPos.getTranslation().distanceToPoint(a.mVertices[0].mPosition))
< (cameraPos.getTranslation().distanceToPoint(b.mVertices[0].mPosition));
};
std::sort(mMeshes.begin(), mMeshes.end(), cameraDistance);
}

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@ -24,6 +24,7 @@
// QTK
#include <transform3D.h>
#include <object.h>
struct ModelVertex {

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@ -14,6 +14,7 @@
#include <QOpenGLVertexArrayObject>
#include <mesh.h>
#include <texture.h>
class Object : public QObject {
@ -32,19 +33,23 @@ public:
~Object() {}
inline const Vertices & vertices() { return mShape.mVertices;}
inline const Indices & indices() { return mShape.mIndices;}
inline const Colors & colors() { return mShape.mColors;}
inline const TexCoords & texCoords() { return mShape.mTexCoords;}
inline const Normals & normals() { return mShape.mNormals;}
inline QOpenGLTexture & texture() const { return *mTexture;}
inline const Colors & getColors() { return mShape.mColors;}
inline const Indices & getIndexData() { return mShape.mIndices;}
inline const Normals & getNormals() { return mShape.mNormals;}
inline const Shape & getShape() { return mShape;}
inline const TexCoords & getTexCoords() { return mShape.mTexCoords;}
inline Texture & getTexture() { return mTexture;}
inline const Vertices & getVertices() { return mShape.mVertices;}
virtual inline void setVertices(const Vertices & value) { mShape.mVertices = value;}
virtual inline void setIndices(const Indices & value) { mShape.mIndices = value;}
virtual inline void setColors(const Colors & value) { mShape.mColors = value;}
virtual inline void setTexCoords(const TexCoords & value) { mShape.mTexCoords = value;}
virtual inline void setIndices(const Indices & value) { mShape.mIndices = value;}
virtual inline void setNormals(const Normals & value) { mShape.mNormals = value;}
virtual inline void setShape(const Shape & value) { mShape = value;}
virtual inline void setTexCoords(const TexCoords & value) { mShape.mTexCoords = value;}
virtual inline void setTexture(const char * path, bool flipX=false, bool flipY=false)
{ mTexture.setTexture(OpenGLTextureFactory::initTexture2D(path, flipX, flipY));}
virtual inline void setTexture(QOpenGLTexture * value) { mTexture.setTexture(value);}
virtual inline void setVertices(const Vertices & value) { mShape.mVertices = value;}
QOpenGLBuffer mVBO, mNBO;
QOpenGLVertexArrayObject mVAO;
@ -52,10 +57,9 @@ public:
Transform3D mTransform;
Shape mShape;
Texture mTexture;
const char * mName;
private:
QOpenGLTexture * mTexture;
};
#endif // QTK_OBJECT_H

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@ -63,12 +63,11 @@ void Scene::init()
mTestPhong->mNBO.create();
mTestPhong->mNBO.setUsagePattern(QOpenGLBuffer::StaticDraw);
mTestPhong->mNBO.bind();
mTestPhong->mNBO.allocate(mTestPhong->normals().data(),
mTestPhong->normals().size()
* sizeof(mTestPhong->normals()[0]));
mTestPhong->mNBO.allocate(mTestPhong->getNormals().data(),
mTestPhong->getNormals().size()
* sizeof(mTestPhong->getNormals()[0]));
mTestPhong->mProgram.enableAttributeArray(1);
mTestPhong->mProgram.setAttributeBuffer(1, GL_FLOAT, 0,
3, sizeof(QVector3D));
mTestPhong->mProgram.setAttributeBuffer(1, GL_FLOAT, 0, 3, sizeof(QVector3D));
mTestPhong->mNBO.release();
mTestPhong->mVAO.release();
mTestPhong->mProgram.release();
@ -88,9 +87,9 @@ void Scene::init()
mTestAmbient->mNBO.create();
mTestAmbient->mNBO.setUsagePattern(QOpenGLBuffer::StaticDraw);
mTestAmbient->mNBO.bind();
mTestAmbient->mNBO.allocate(mTestAmbient->normals().data(),
mTestAmbient->normals().size()
* sizeof(mTestAmbient->normals()[0]));
mTestAmbient->mNBO.allocate(mTestAmbient->getNormals().data(),
mTestAmbient->getNormals().size()
* sizeof(mTestAmbient->getNormals()[0]));
mTestAmbient->mProgram.enableAttributeArray(1);
mTestAmbient->mProgram.setAttributeBuffer(1, GL_FLOAT, 0,
3, sizeof(QVector3D));
@ -112,9 +111,9 @@ void Scene::init()
mTestDiffuse->mNBO.create();
mTestDiffuse->mNBO.setUsagePattern(QOpenGLBuffer::StaticDraw);
mTestDiffuse->mNBO.bind();
mTestDiffuse->mNBO.allocate(mTestDiffuse->normals().data(),
mTestDiffuse->normals().size()
* sizeof(mTestDiffuse->normals()[0]));
mTestDiffuse->mNBO.allocate(mTestDiffuse->getNormals().data(),
mTestDiffuse->getNormals().size()
* sizeof(mTestDiffuse->getNormals()[0]));
mTestDiffuse->mProgram.enableAttributeArray(1);
mTestDiffuse->mProgram.setAttributeBuffer(1, GL_FLOAT, 0,
3, sizeof(QVector3D));
@ -138,9 +137,9 @@ void Scene::init()
mTestSpecular->mNBO.create();
mTestSpecular->mNBO.setUsagePattern(QOpenGLBuffer::StaticDraw);
mTestSpecular->mNBO.bind();
mTestSpecular->mNBO.allocate(mTestSpecular->normals().data(),
mTestSpecular->normals().size()
* sizeof(mTestSpecular->normals()[0]));
mTestSpecular->mNBO.allocate(mTestSpecular->getNormals().data(),
mTestSpecular->getNormals().size()
* sizeof(mTestSpecular->getNormals()[0]));
mTestSpecular->mProgram.enableAttributeArray(1);
mTestSpecular->mProgram.setAttributeBuffer(1, GL_FLOAT, 0,
3, sizeof(QVector3D));
@ -157,36 +156,29 @@ void Scene::init()
mModels.back()->flipTexture("diffuse.jpg", false, true);
mModels.back()->mTransform.setTranslation(0.0f, 0.0f, -10.0f);
mModels.push_back(
new Model("bird",
"../resources/models/bird/bird.obj"));
mModels.push_back(new Model("bird", "../resources/models/bird/bird.obj"));
mModels.back()->mTransform.setTranslation(2.0f, 2.0f, -10.0f);
// Sometimes the models are very large
mModels.back()->mTransform.scale(0.0025f);
mModels.back()->mTransform.rotate(-110.0f, 0.0f, 1.0f, 0.0f);
mModels.push_back(new Model("lion",
"../resources/models/lion/lion.obj"));
mModels.push_back(new Model("lion", "../resources/models/lion/lion.obj"));
mModels.back()->mTransform.setTranslation(-3.0f, -1.0f, -10.0f);
mModels.back()->mTransform.scale(0.15f);
mModels.push_back(
new Model("alien",
"../resources/models/alien-hominid/alien.obj"));
new Model("alien", "../resources/models/alien-hominid/alien.obj"));
mModels.back()->mTransform.setTranslation(2.0f, -1.0f, -5.0f);
mModels.back()->mTransform.scale(0.15f);
mModels.push_back(
new Model("scythe",
"../resources/models/scythe/scythe.obj")
);
mModels.push_back( new Model("scythe",
"../resources/models/scythe/scythe.obj"));
mModels.back()->mTransform.setTranslation(-6.0f, 0.0f, -10.0f);
mModels.back()->mTransform.rotate(-90.0f, 1.0f, 0.0f, 0.0f);
mModels.back()->mTransform.rotate(90.0f, 0.0f, 1.0f, 0.0f);
mModels.push_back(
new Model("masterChief",
"../resources/models/spartan/spartan.obj"));
new Model("masterChief", "../resources/models/spartan/spartan.obj"));
mModels.back()->mTransform.setTranslation(-1.5f, 0.5f, -2.0f);
@ -204,8 +196,7 @@ void Scene::init()
mMeshes.back()->init();
mModels.push_back(
new Model("alienTest",
"../resources/models/alien-hominid/alien.obj",
new Model("alienTest", "../resources/models/alien-hominid/alien.obj",
":/model-specular.vert", ":/model-specular.frag"));
mModels.back()->mTransform.setTranslation(3.0f, -1.0f, 10.0f);
mModels.back()->mTransform.scale(0.15f);
@ -232,8 +223,7 @@ void Scene::init()
mMeshes.back()->init();
mModels.push_back(
new Model("spartanTest",
"../resources/models/spartan/spartan.obj",
new Model("spartanTest", "../resources/models/spartan/spartan.obj",
":/model-normals.vert", ":/model-normals.frag"));
mModels.back()->mTransform.setTranslation(0.0f, -1.0f, 10.0f);
mModels.back()->mTransform.scale(2.0f);
@ -250,8 +240,7 @@ 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 +248,7 @@ 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 +259,9 @@ 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 +291,7 @@ 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 +327,9 @@ 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 +340,8 @@ 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 +350,9 @@ 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 +372,16 @@ 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 +400,13 @@ 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 +424,16 @@ 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 +443,7 @@ 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 +452,9 @@ 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 +474,9 @@ 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 +496,9 @@ 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 +514,16 @@ void Scene::init()
mMeshes.back()->init();
mMeshes.back()->mProgram.bind();
mMeshes.back()->setTexture(Texture::initTexture2D(":/crate.png"));
mMeshes.back()->setTexture(":/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 +540,17 @@ 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()->mTexture.setTexture(":/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));
@ -614,24 +593,24 @@ 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();
for (const auto & mesh : mMeshes) mesh->draw();
mTestPhong->mProgram.bind();
mTestPhong->setUniform("uModelInverseTransposed",
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 +619,9 @@ 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 +631,21 @@ 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 +657,12 @@ 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 +679,11 @@ 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 +719,7 @@ 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;
}

View File

@ -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)

View File

@ -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);
@ -26,8 +25,8 @@ QImage * Texture::initImage(const char * image, bool flipX, bool flipY)
return loadedImage;
}
QOpenGLTexture * Texture::initTexture2D(const char * texture,
bool flipX, bool flipY)
QOpenGLTexture * OpenGLTextureFactory::initTexture2D(const char * texture,
bool flipX, bool flipY)
{
QImage * image = initImage(texture, flipX, flipY);
auto newTexture = new QOpenGLTexture(QOpenGLTexture::Target2D);
@ -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)

View File

@ -11,10 +11,9 @@
#include <QOpenGLTexture>
class Texture {
class OpenGLTextureFactory {
public:
~Texture() {}
~OpenGLTextureFactory() = default;
// QImage
static QImage * initImage(const char * image,
@ -36,7 +35,34 @@ public:
private:
// Private ctor to prevent creating instances of this class
Texture() {}
OpenGLTextureFactory() = default;
};
class Texture {
public:
Texture() = default;
Texture(const Texture & value) = delete;
// Texture(const Texture & value) {
// mOpenGLTexture = OpenGLTextureFactory::initTexture2D(value.mPath);
// mPath = value.mPath;
// }
explicit Texture(const char * path, bool flipX=false, bool flipY=false) :
mOpenGLTexture(OpenGLTextureFactory::initTexture2D(path, flipX, flipY)),
mPath(path) { }
// explicit Texture(QOpenGLTexture * texture) : mOpenGLTexture(texture) { }
~Texture() { mOpenGLTexture->destroy();}
inline QOpenGLTexture & getOpenGLTexture() { return *mOpenGLTexture;}
void setTexture(const char * path, bool flipX=false, bool flipY=false)
{ mOpenGLTexture = OpenGLTextureFactory::initTexture2D(path, flipX, flipY);}
inline void setTexture(QOpenGLTexture * texture) { mOpenGLTexture = texture;}
inline bool hasTexture() const { return mOpenGLTexture != Q_NULLPTR;}
QOpenGLTexture * mOpenGLTexture = Q_NULLPTR;
const char * mPath;
};
#endif // QTOPENGL_TEXTURE_H

View File

@ -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;
}

View File

@ -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;