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42 changed files with 825 additions and 1181 deletions

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@ -7,49 +7,15 @@ on:
jobs: jobs:
Build-Qtk: Build-Qtk:
strategy:
fail-fast: false
matrix:
os: [ubuntu-latest, windows-latest, macos-latest]
include:
- os: ubuntu-latest
cmake: -DCMAKE_PREFIX_PATH="/home/runner/work/qtk/Qt/6.3.1/gcc_64/"
- os: windows-latest
cmake: -DCMAKE_PREFIX_PATH="D:/a/qtk/qtk/Qt/6.3.1/mingw81_64/"
- os: macos-latest
cmake: -DCMAKE_PREFIX_PATH="/home/runner/work/qtk/Qt/6.3.1/gcc_64/"
runs-on: ${{ matrix.os }}
steps:
- uses: actions/checkout@v3
- name: Install Qt
uses: jurplel/install-qt-action@v2
with:
version: '6.3.1'
- name: Chocolatey Action
if: matrix.os == 'windows-latest'
uses: crazy-max/ghaction-chocolatey@v2.0.0
with:
args: install pkgconfiglite
- name: Build Qtk
shell: bash
run: |
cmake -S . -B build/ ${{ matrix.cmake }} && cmake --build build/ \
--target qtk-main
Build-Qtk-Assimp-Targets:
strategy: strategy:
fail-fast: false fail-fast: false
matrix: matrix:
os: [ubuntu-latest, macos-latest] os: [ubuntu-latest, macos-latest]
include: include:
- os: ubuntu-latest - os: ubuntu-latest
cmake: -DCMAKE_PREFIX_PATH="/home/runner/work/qtk/Qt/6.3.1/gcc_64/" -DQTK_UPDATE_SUBMODULES=OFF CMAKE_PARAMS: -DCMAKE_PREFIX_PATH=/home/runner/work/qtk/Qt/6.3.1/gcc_64/
- os: macos-latest - os: macos-latest
cmake: -DCMAKE_PREFIX_PATH="/home/runner/work/qtk/Qt/6.3.1/gcc_64/" -DASSIMP_NEW_INTERFACE=ON -DQTK_UPDATE_SUBMODULES=OFF CMAKE_PARAMS: -DCMAKE_PREFIX_PATH=/home/runner/work/qtk/Qt/6.3.1/gcc_64/ -DASSIMP_NEW_INTERFACE=on
runs-on: ${{ matrix.os }} runs-on: ${{ matrix.os }}
steps: steps:
@ -60,20 +26,20 @@ jobs:
with: with:
version: '6.3.1' version: '6.3.1'
- name: Install Assimp Linux
if: matrix.os == 'ubuntu-latest'
shell: bash
run: |
sudo apt install libassimp-dev -y
- name: Install Assimp MacOS - name: Install Assimp MacOS
if: matrix.os == 'macos-latest' if: matrix.os == 'macos-latest'
shell: bash shell: bash
run: | run: |
brew install assimp brew install assimp
- name: Install Assimp Ubuntu
if: matrix.os == 'ubuntu-latest'
shell: bash
run: |
sudo apt install libassimp-dev
- name: Build Qtk - name: Build Qtk
shell: bash shell: bash
run: | run: |
cmake -S . -B build/ ${{ matrix.cmake }} && cmake --build build/ \ mkdir build && cd build
--target qtk-main cmake .. ${{ matrix.CMAKE_PARAMS }} && cmake --build .

3
.gitmodules vendored
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@ -1,3 +0,0 @@
[submodule "extern/assimp/assimp"]
path = extern/assimp/assimp
url = https://github.com/assimp/assimp.git

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@ -3,7 +3,7 @@
## ## ## ##
## Project for working with OpenGL and Qt6 widgets ## ## Project for working with OpenGL and Qt6 widgets ##
################################################################################ ################################################################################
cmake_minimum_required(VERSION 3.2) cmake_minimum_required(VERSION 3.5)
project( project(
#[[NAME]] Qtk #[[NAME]] Qtk
@ -16,212 +16,72 @@ set(CMAKE_INCLUDE_CURRENT_DIR ON)
set(CMAKE_AUTOUIC ON) set(CMAKE_AUTOUIC ON)
set(CMAKE_AUTOMOC ON) set(CMAKE_AUTOMOC ON)
set(CMAKE_AUTORCC ON) set(CMAKE_AUTORCC ON)
set(CMAKE_CXX_STANDARD 17) set(CMAKE_CXX_STANDARD 11)
set(CMAKE_CXX_STANDARD_REQUIRED ON) set(CMAKE_CXX_STANDARD_REQUIRED ON)
if(CMAKE_CXX_COMPILER_ID MATCHES "MSVC") # For CLion builds, point CMAKE_PREFIX_PATH to Qt6 install directory
add_compile_options(/wd4131 /wd4127) list(APPEND CMAKE_PREFIX_PATH $ENV{HOME}/Code/Clones/Qt/6.3.1/gcc_64/)
find_package(Qt6 COMPONENTS OpenGLWidgets)
if (NOT Qt6_FOUND)
message(SEND_ERROR "Unable to find Qt6 at CMAKE_PREFIX_PATH: ${CMAKE_PREFIX_PATH}")
message(FATAL_ERROR "Specify path to Qt6 with `cmake -DCMAKE_PREFIX_PATH=/path/to/Qt/6.x.x/gcc_64 -S /path/to/qtk -B /path/to/qtk/build && cmake --build /path/to/qtk/build -j $(nprocs)`")
endif() endif()
message(STATUS "[Qtk] Compiling with ${CMAKE_CXX_COMPILER_ID}")
# Qtk build options
option(QTK_DEBUG "Enable debugger" ON)
message(STATUS "[Qtk] Compiling with QTK_DEBUG=${QTK_DEBUG}")
option(QTK_UPDATE_SUBMODULES "Update external project (assimp) submodule" ON)
message(
STATUS
"[Qtk] Compiling with QTK_UPDATE_SUBMODULES=${QTK_UPDATE_SUBMODULES}"
)
# Qt options
set(QT_DIR "$ENV{HOME}/Code/Clones/Qt/6.3.1/gcc_64/" CACHE PATH "Path to Qt6")
# Options for bringing your own assimp installation; Otherwise not needed
# + If assimp is available system-wide we can just set QTK_UPDATE_SUBMODULES OFF
option(ASSIMP_NEW_INTERFACE "Use the assimp::assimp interface (WIN / OSX)" OFF)
message(
STATUS
"[Qtk] Compiling with ASSIMP_NEW_INTERFACE=${ASSIMP_NEW_INTERFACE}"
)
################################################################################ ################################################################################
# External Libraries # External Libraries
################################################################################ ################################################################################
# For CLion builds, point CMAKE_PREFIX_PATH to Qt6 install directory # https://github.com/assimp/assimp/commit/6ac8279977c3a54118551e549d77329497116f66
# + QtCreator will handle this for you if that is used instead find_package(assimp REQUIRED)
list(APPEND CMAKE_PREFIX_PATH "${QT_DIR}") option(ASSIMP_NEW_INTERFACE "Use assimp::assimp as target instead of assimp" OFF)
# Find Qt
find_package(Qt6 COMPONENTS OpenGLWidgets)
if (NOT Qt6_FOUND)
message(
SEND_ERROR "[Qtk] Error: Unable to find Qt6 at CMAKE_PREFIX_PATH: "
"${CMAKE_PREFIX_PATH}"
)
message(
FATAL_ERROR
"[Qtk] Error: Specify path to Qt6 with `cmake "
"-DCMAKE_PREFIX_PATH=/path/to/Qt/6.x.x/gcc_64 -S /path/to/qtk -B "
"/path/to/qtk/build && cmake --build /path/to/qtk/build -j $(nprocs)`"
)
endif()
if (QTK_UPDATE_SUBMODULES)
message(STATUS "[Qtk] Updating submodules...")
include("${CMAKE_SOURCE_DIR}/cmake/include/git_submodule.cmake")
submodule_update("${CMAKE_CURRENT_SOURCE_DIR}/extern/assimp/assimp/")
add_subdirectory("${CMAKE_CURRENT_SOURCE_DIR}/extern/assimp/assimp/")
else()
find_package(assimp REQUIRED)
endif()
################################################################################
# Qtk
################################################################################
set(
PUBLIC_HEADERS
src/qtkwidget.h
src/abstractscene.h
src/camera3d.h
src/mesh.h
src/meshrenderer.h
src/model.h
src/object.h
src/skybox.h
src/texture.h
src/transform3D.h
)
set(
SOURCE_FILES
src/qtkwidget.cpp
src/abstractscene.cpp
src/camera3d.cpp
src/input.cpp
src/input.h
src/mesh.cpp
src/meshrenderer.cpp
src/model.cpp
src/object.cpp
src/qtkapi.h
src/skybox.cpp
src/texture.cpp
src/transform3D.cpp
)
include(GenerateExportHeader) include(GenerateExportHeader)
add_library(qtk-widget STATIC ${PUBLIC_HEADERS} ${SOURCE_FILES})
target_include_directories(qtk-widget PRIVATE src/ app/)
set_target_properties(qtk-widget PROPERTIES
PUBLIC_HEADER "${PUBLIC_HEADERS}"
VERSION ${PROJECT_VERSION}
)
target_link_libraries(qtk-widget PUBLIC Qt6::OpenGLWidgets)
target_link_libraries(qtk-widget PUBLIC Qt6::Widgets)
if (QTK_UPDATE_SUBMODULES OR NOT ASSIMP_NEW_INTERFACE)
target_link_libraries(qtk-widget PUBLIC assimp)
elseif(ASSIMP_NEW_INTERFACE)
target_link_libraries(qtk-widget PUBLIC assimp::assimp)
endif()
if(QTK_DEBUG)
message(STATUS "[Qtk] Building with QTK_DEBUG=${QTK_DEBUG}")
target_compile_definitions(qtk-widget PUBLIC QTK_DEBUG)
endif()
if(WIN32)
find_package(OpenGL REQUIRED)
target_link_libraries(qtk-widget PUBLIC OpenGL::GL)
endif()
# Install files
install(TARGETS qtk-widget
# Associate qtk-widget target with qtk-export
EXPORT qtk-export
# <prefix>/bin on DLL systems and <prefix>/lib on non-dll systems
LIBRARY DESTINATION lib
ARCHIVE DESTINATION lib/static
RUNTIME DESTINATION bin
PUBLIC_HEADER DESTINATION include
)
# Install export
# qtkTargets.cmake will only be installed when one of the CONFIGURATIONS is installed
# + The generated import will only reference that qtk configuration
install(EXPORT qtk-export
FILE qtkTargets.cmake
CONFIGURATIONS Debug|Release
DESTINATION ${CMAKE_INSTALL_PREFIX}/cmake
)
################################################################################ ################################################################################
# Final Application # Final Application
################################################################################ ################################################################################
set(QTK_RESOURCES "${CMAKE_SOURCE_DIR}/resources")
configure_file(
"${CMAKE_CURRENT_SOURCE_DIR}/src/qtkresources.h.in"
"${CMAKE_CURRENT_BINARY_DIR}/src/qtkresources.h"
@ONLY
)
# Add our Qt resources.qrc file to our application # Add our Qt resources.qrc file to our application
set(QTK_APP_SOURCES app/main.cpp set(SOURCES app/main.cpp)
app/examplescene.cpp app/examplescene.h qt6_add_big_resources(SOURCES resources.qrc)
app/mainwindow.cpp app/mainwindow.h app/mainwindow.ui qt_add_executable(qtk ${SOURCES})
app/resourcemanager.h
src/qtkresources.h.in set(SOURCES
src/mainwidget.cpp src/mainwidget.h
src/mainwindow.cpp src/mainwindow.h src/mainwindow.ui
src/input.cpp src/input.h
src/mesh.cpp src/mesh.h
src/texture.cpp src/texture.h
src/object.cpp src/object.h
src/meshrenderer.cpp src/meshrenderer.h
src/camera3d.cpp src/camera3d.h
src/skybox.cpp src/skybox.h
src/transform3D.cpp src/transform3D.h
src/model.cpp src/model.h
src/scene.cpp src/scene.h
src/resourcemanager.cpp src/resourcemanager.h
) )
qt6_add_big_resources(QTK_APP_SOURCES resources.qrc) qt_add_library(main-widget STATIC ${SOURCES})
qt_add_executable(qtk-main ${QTK_APP_SOURCES}) target_include_directories(main-widget PUBLIC src/)
target_include_directories(qtk-main PRIVATE src/ app/) if(ASSIMP_NEW_INTERFACE)
target_link_libraries(main-widget PRIVATE assimp::assimp)
else()
target_link_libraries(main-widget PRIVATE assimp)
endif()
target_link_libraries(main-widget PUBLIC Qt6::OpenGLWidgets)
if(WIN32)
find_package(OpenGL REQUIRED)
target_link_libraries(main-widget PUBLIC OpenGL::GL)
endif()
# Link qtk-main executable to main qtk-widget library target_link_libraries(qtk PUBLIC main-widget)
target_link_libraries(qtk-main PUBLIC qtk-widget)
set_target_properties(qtk-main PROPERTIES # Link qtk executable to main main-widget library
set_target_properties(qtk PROPERTIES
WIN32_EXECUTABLE TRUE WIN32_EXECUTABLE TRUE
MACOSX_BUNDLE TRUE MACOSX_BUNDLE TRUE
MACOSX_BUNDLE_BUNDLE_VERSION ${PROJECT_VERSION} MACOSX_BUNDLE_BUNDLE_VERSION ${PROJECT_VERSION}
MACOSX_BUNDLE_SHORT_VERSION_STRING ${PROJECT_VERSION_MAJOR}.${PROJECT_VERSION_MINOR} MACOSX_BUNDLE_SHORT_VERSION_STRING ${PROJECT_VERSION_MAJOR}.${PROJECT_VERSION_MINOR}
) )
install(TARGETS qtk-main
BUNDLE DESTINATION .
LIBRARY DESTINATION ${CMAKE_INSTALL_LIBDIR}
)
generate_export_header(qtk-widget) generate_export_header(main-widget)
if(WIN32)
get_target_property(_qt6_qmake_location Qt6::qmake IMPORTED_LOCATION)
execute_process(COMMAND "${_qt6_qmake_location}" -query QT_INSTALL_PREFIX RESULT_VARIABLE return_code OUTPUT_VARIABLE qt6_install_prefix OUTPUT_STRIP_TRAILING_WHITESPACE)
file(TO_NATIVE_PATH "${qt6_install_prefix}/bin" qt6_install_prefix)
if(TARGET Qt6::windeployqt)
add_custom_command(TARGET qtk-main
POST_BUILD
COMMAND set PATH=%PATH%$<SEMICOLON>${qt6_install_prefix}
COMMAND Qt6::windeployqt --dir "${CMAKE_BINARY_DIR}/windeployqt" "$<TARGET_FILE_DIR:qtk-main>/$<TARGET_FILE_NAME:qtk-main>"
)
install(DIRECTORY "${CMAKE_BINARY_DIR}/windeployqt/" DESTINATION bin)
endif()
if(MSVC AND TARGET Qt6::qmake)
set(VSUSER_FILE ${CMAKE_CURRENT_BINARY_DIR}/qtk-main.vcxproj.user)
file(TO_NATIVE_PATH "${CMAKE_BINARY_DIR}/extern/assimp/assimp/bin" assimp_bin)
file(WRITE ${VSUSER_FILE} "<?xml version=\"1.0\" encoding=\"utf-8\"?>\n")
file(APPEND ${VSUSER_FILE} "<Project xmlns=\"http://schemas.microsoft.com/developer/msbuild/2003\">\n")
file(APPEND ${VSUSER_FILE} " <PropertyGroup>\n")
file(APPEND ${VSUSER_FILE} " <LocalDebuggerEnvironment>Path=$(SolutionDir)\\lib\\$(Configuration);${qt6_install_prefix};${assimp_bin};$(Path)\n")
file(APPEND ${VSUSER_FILE} "$(LocalDebuggerEnvironment)</LocalDebuggerEnvironment>\n")
file(APPEND ${VSUSER_FILE} " <DebuggerFlavor>WindowsLocalDebugger</DebuggerFlavor>\n")
file(APPEND ${VSUSER_FILE} " </PropertyGroup>\n")
file(APPEND ${VSUSER_FILE} "</Project>\n")
endif()
endif()

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@ -3,18 +3,18 @@
Practice project for learning about using OpenGL in Qt widget applications. Practice project for learning about using OpenGL in Qt widget applications.
Model loader using [Assimp](https://assimp.org/) within a Qt widget application. Model loader using [Assimp](https://assimp.org/) within a Qt widget application.
You can import your own models within `app/examplescene.cpp`, inside the You can import your own models within `mainwdget.cpp`, inside the
`ExampleScene::init()` function. Rotations and translations `MainWidget::initObjects()` function. I've commented throughout the code there
happen in `ExampleScene::update()`. to explain which model or example I'm modifying. Rotations and translations
happen in `MainWidget::update()`, to get textures loading on models look into
[material files](http://www.paulbourke.net/dataformats/mtl/) and see some
examples in the `resources/models/` directory. For more in-depth examples, see
`scene.h` and `scene.cpp`
To get textures loading on models look into [material files](http://www.paulbourke.net/dataformats/mtl/) Can be built with cmake manually or using
and see some examples in the `resources/models/` directory. [Qt Creator](https://github.com/qt-creator/qt-creator).
For the build to be successful, I've found through testing on VMs that the system requires around 6GB of RAM.
This is mostly due to the large .obj files that are built into the project using [Qt Resource System](https://doc.qt.io/qt-6/resources.html)
### Source Builds
Builds are configured for CLion or [Qt Creator](https://github.com/qt-creator/qt-creator).
Simply open the root `CMakeLists.txt` with either of these editors and configurations will be loaded.
This project has been ported to Qt6, which is not yet available in Ubuntu apt repositories. This project has been ported to Qt6, which is not yet available in Ubuntu apt repositories.
To run this project, you will *need* to install [Qt6 Open Source Binaries](https://www.qt.io/download-qt-installer) for your system. To run this project, you will *need* to install [Qt6 Open Source Binaries](https://www.qt.io/download-qt-installer) for your system.
@ -24,32 +24,10 @@ Once Qt6 is installed, to build and run `qtk` on Ubuntu -
```bash ```bash
sudo apt update -y && sudo apt install freeglut3-dev libassimp-dev cmake build-essential git sudo apt update -y && sudo apt install freeglut3-dev libassimp-dev cmake build-essential git
git clone https://gitlab.com/shaunrd0/qtk git clone https://gitlab.com/shaunrd0/qtk
cmake -DCMAKE_PREFIX_PATH=$HOME/Qt/6.3.1/gcc_64 -S qtk/ -B qtk/build/ && cmake --build qtk/build/ -j $(nproc --ignore=2) --target qtk-main cmake -DCMAKE_PREFIX_PATH=$HOME/Qt/6.3.1/gcc_64 -S qtk/ -B qtk/build/ && cmake --build qtk/build/ -j $(nprocs)
./qtk/build/qtk-main ./qtk/build/qtk
``` ```
By default, the build will initialize Assimp as a git submodule and build from source.
We can turn this off by setting the `-DQTK_UPDATE_SUBMODULES=OFF` flag when running CMake.
This will greatly increase build speed, but we will need to make sure Assimp is available either system-wide or using a custom `CMAKE_PREFIX_PATH`.
Using `-DQTK_UPDATE_SUBMODULES=ON` supports providing assimp on cross-platform builds (Windows / Mac / Linux) and may be easier to configure.
```bash
sudo apt update -y && sudo apt install freeglut3-dev libassimp-dev cmake build-essential git
git clone https://gitlab.com/shaunrd0/qtk
cmake -DQTK_UPDATE_SUBMODULES=OFF -DCMAKE_PREFIX_PATH=$HOME/Qt/6.3.1/gcc_64 -S qtk/ -B qtk/build/ && cmake --build qtk/build/ -j $(nproc --ignore=2) --target qtk-main
# We can also provide a path to assimp -
#cmake -DQTK_UPDATE_SUBMODULES=OFF -DCMAKE_PREFIX_PATH=$HOME/Qt/6.3.1/gcc_64;/path/to/assimp/ -S qtk/ -B qtk/build/ && cmake --build qtk/build/ -j $(nproc --ignore=2) --target qtk-main
./qtk/build/qtk-main
```
If you are building on **Windows / Mac** and bringing your own installation of Assimp, consider setting the `-DASSIMP_NEW_INTERFACE` build flag.
```bash
cmake -DASSIMP_NEW_INTERFACE=ON -DQTK_UPDATE_SUBMODULES=OFF -DCMAKE_PREFIX_PATH=$HOME/Qt/6.3.1/gcc_64;/path/to/assimp/ -S qtk/ -B qtk/build/ && cmake --build qtk/build/ -j $(nproc --ignore=2) --target qtk-main
```
### Controls
You can fly around the scene if you hold the right mouse button and use WASD. You can fly around the scene if you hold the right mouse button and use WASD.
If you see a small triangle floating by a model it represents the light source If you see a small triangle floating by a model it represents the light source
that is being used for the shader rendering the model. These appear on models that is being used for the shader rendering the model. These appear on models
@ -65,31 +43,9 @@ Spartan with normals -
![](resources/spartan-normals.png) ![](resources/spartan-normals.png)
### QtkWidget in Qt Creator
The `QtkWidget` class is exported as a shared library for use in Qt Creator's design mode.
We can add more QtkWidgets to view and render the scene from multiple perspectives.
There is still some work to be done here, so there isn't a builtin way to add an additional view within the application.
![](resources/qtk-views.png)
After building Qtk, we can drag and drop an `OpenGL Widget` onto the `mainwindow.ui`.
Then right-click the new OpenGLWidget and `Promote To->QtkWidget` to add a second view.
![](resources/qtk-views-setup.png)
If we demote or delete all widgets in `mainwindow.ui` and rebuild the project, Qt Creator will drop `QtkWidget` from the list of possible promoted widgets.
Add an `OpenGL Widget` to the UI, right-click it and navigate to `Promote Widget...` and enter the information below.
![](resources/qtk-reference.png)
After you fill out the `New Promoted Class` form, click `Add` *and*`Promote`, then rebuild.
After following these steps Qt Creator will list `QtkWidget` as an option to promote `OpenGL Widgets` again.
## Model Artists ## Model Artists
"Alien Hominid" (https://skfb.ly/onStx) by Nwilly_art is licensed under Creative Commons Attribution (http://creativecommons.org/licenses/by/4.0/). "Alien Hominid" (https://skfb.ly/onStx) by Nwilly_art is licensed under Creative Commons Attribution (http://creativecommons.org/licenses/by/4.0/).
"Scythe World Of Warcraft" (https://skfb.ly/6UooG) by Warcraft-3D-Models is licensed under Creative Commons Attribution (http://creativecommons.org/licenses/by/4.0/). "Scythe World Of Warcraft" (https://skfb.ly/6UooG) by Warcraft-3D-Models is licensed under Creative Commons Attribution (http://creativecommons.org/licenses/by/4.0/).
@ -103,3 +59,4 @@ Modified (learnopengl.com) material assignment (Joey de Vries) for easier load i
"Terror-bird (NHMW-Geo 2012/0007/0001)" (https://skfb.ly/onAWy) by Natural History Museum Vienna is licensed under Creative Commons Attribution-NonCommercial (http://creativecommons.org/licenses/by-nc/4.0/). "Terror-bird (NHMW-Geo 2012/0007/0001)" (https://skfb.ly/onAWy) by Natural History Museum Vienna is licensed under Creative Commons Attribution-NonCommercial (http://creativecommons.org/licenses/by-nc/4.0/).
"Golden Lion Sitting OBJ Low Poly FREE" (https://skfb.ly/onZAH) by LordSamueliSolo is licensed under Creative Commons Attribution (http://creativecommons.org/licenses/by/4.0/). "Golden Lion Sitting OBJ Low Poly FREE" (https://skfb.ly/onZAH) by LordSamueliSolo is licensed under Creative Commons Attribution (http://creativecommons.org/licenses/by/4.0/).

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@ -9,7 +9,7 @@
#include <QApplication> #include <QApplication>
#include <QLabel> #include <QLabel>
#include <qtkwidget.h> #include <mainwidget.h>
#include <mainwindow.h> #include <mainwindow.h>

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@ -1,28 +0,0 @@
#include <mainwindow.h>
#include <qtkwidget.h>
#include "ui_mainwindow.h"
MainWindow::MainWindow(QWidget *parent) :
QMainWindow(parent),
ui(new Ui::MainWindow)
{
ui->setupUi(this);
// For use in design mode using Qt Creator
// + We can use the `ui` member to access nested widgets by name
for (const auto widget : ui->qWidget->children()) {
auto qtkWidget = dynamic_cast<Qtk::QtkWidget*>(widget);
if (qtkWidget != nullptr) {
std::string key = qtkWidget->objectName().toStdString();
if (mScenes[key] == nullptr) {
mScenes[qtkWidget->objectName().toStdString()] = new ExampleScene();
}
qtkWidget->setScene(mScenes[qtkWidget->objectName().toStdString()]);
}
}
setWindowIcon(QIcon("../resources/icon.png"));
}
MainWindow::~MainWindow()
{
delete ui;
}

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@ -1,32 +0,0 @@
################################################################################
## Author: Shaun Reed | Contact: shaunrd0@gmail.com | URL: www.shaunreed.com ##
## ##
## CMake function to update git submodules ##
################################################################################
include_guard()
find_package(Git)
# _PATH: Path to git submodule location that we want to update
# + submodule_update(extern/assimp)
function(submodule_update _PATH)
if (NOT QTK_UPDATE_SUBMODULES)
return()
endif()
if (NOT GIT_FOUND)
message(FATAL_ERROR "[Qtk] Error: No git executable found")
endif()
execute_process(
COMMAND ${GIT_EXECUTABLE} submodule update --init --force "${_PATH}"
RESULT_VARIABLE result
)
if (NOT result EQUAL 0)
message(
FATAL_ERROR
"[Qtk] Error: Unable to update git submodule at ${_PATH}"
)
endif()
endfunction()

@ -1 +0,0 @@
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@ -1,48 +0,0 @@
/*##############################################################################
## Author: Shaun Reed ##
## Legal: All Content (c) 2022 Shaun Reed, all rights reserved ##
## About: Classes for managing objects and data within a scene ##
## ##
## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##
##############################################################################*/
#include <abstractscene.h>
#include <camera3d.h>
#include <resourcemanager.h>
#include <texture.h>
using namespace Qtk;
Camera3D Scene::mCamera;
QMatrix4x4 Scene::mProjection;
/*******************************************************************************
* Constructors, Destructors
******************************************************************************/
Scene::Scene()
{
mCamera.transform().setTranslation(0.0f, 0.0f, 20.0f);
mCamera.transform().setRotation(-5.0f, 0.0f, 1.0f, 0.0f);
}
Scene::~Scene()
{
for (auto & mesh : mMeshes) delete mesh;
for (auto & model : mModels) delete model;
if (mSkybox != Q_NULLPTR) delete mSkybox;
}
void Scene::privDraw()
{
if (!mInit) {
initializeOpenGLFunctions();
init();
mInit = true;
}
if (mSkybox != Q_NULLPTR) mSkybox->draw();
for (auto & model : mModels) model->draw();
for (const auto & mesh : mMeshes) mesh->draw();
}

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@ -1,55 +0,0 @@
/*##############################################################################
## Author: Shaun Reed ##
## Legal: All Content (c) 2022 Shaun Reed, all rights reserved ##
## About: Classes for managing objects and data within a scene ##
## ##
## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##
##############################################################################*/
#ifndef QTK_SCENE_H
#define QTK_SCENE_H
#include <camera3d.h>
#include <meshrenderer.h>
#include <model.h>
#include <skybox.h>
#include <QMatrix4x4>
namespace Qtk {
class Scene : protected QOpenGLFunctions {
friend class MainWidget;
public:
Scene();
~Scene();
virtual void init() = 0;
virtual void draw() { privDraw(); };
virtual void update() = 0;
static Camera3D & Camera() { return mCamera;}
static QMatrix4x4 View() { return mCamera.toMatrix();}
static QMatrix4x4 & Projection() { return mProjection;}
inline Skybox * getSkybox() {return mSkybox;}
inline void setSkybox(Skybox * skybox) {
mSkybox = skybox;
}
private:
static Camera3D mCamera;
static QMatrix4x4 mProjection;
bool mInit = false;
void privDraw();
protected:
Skybox * mSkybox;
std::vector<MeshRenderer *> mMeshes;
std::vector<Model *> mModels;
};
}
#endif // QTK_SCENE_H

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@ -8,7 +8,6 @@
#include <camera3d.h> #include <camera3d.h>
using namespace Qtk;
const QVector3D Camera3D::LocalForward(0.0f, 0.0f, -1.0f); const QVector3D Camera3D::LocalForward(0.0f, 0.0f, -1.0f);
const QVector3D Camera3D::LocalUp(0.0f, 1.0f, 0.0f); const QVector3D Camera3D::LocalUp(0.0f, 1.0f, 0.0f);

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@ -12,53 +12,51 @@
#include <QDebug> #include <QDebug>
#include <transform3D.h> #include <transform3D.h>
#include <qtkapi.h>
namespace Qtk {
class QTKAPI Camera3D {
public:
// Constants
static const QVector3D LocalForward;
static const QVector3D LocalUp;
static const QVector3D LocalRight;
// Accessors class Camera3D {
inline Transform3D & transform() { return mTransform;} public:
inline const QVector3D & translation() const // Constants
{ return mTransform.translation();} static const QVector3D LocalForward;
inline const QQuaternion & rotation() const static const QVector3D LocalUp;
{ return mTransform.rotation();} static const QVector3D LocalRight;
const QMatrix4x4 & toMatrix();
// Queries // Accessors
inline QVector3D forward() const inline Transform3D & transform() { return mTransform;}
{ return mTransform.rotation().rotatedVector(LocalForward);} inline const QVector3D & translation() const
inline QVector3D right() const { return mTransform.translation();}
{ return mTransform.rotation().rotatedVector(LocalRight);} inline const QQuaternion & rotation() const
inline QVector3D up() const { return mTransform.rotation();}
{ return mTransform.rotation().rotatedVector(LocalUp);} const QMatrix4x4 & toMatrix();
private: // Queries
Transform3D mTransform; inline QVector3D forward() const
QMatrix4x4 mWorld; { return mTransform.rotation().rotatedVector(LocalForward);}
inline QVector3D right() const
{ return mTransform.rotation().rotatedVector(LocalRight);}
inline QVector3D up() const
{ return mTransform.rotation().rotatedVector(LocalUp);}
private:
Transform3D mTransform;
QMatrix4x4 mWorld;
#ifndef QT_NO_DATASTREAM #ifndef QT_NO_DATASTREAM
friend QDataStream & operator<<(QDataStream & out, Camera3D & transform); friend QDataStream & operator<<(QDataStream & out, Camera3D & transform);
friend QDataStream & operator>>(QDataStream & in, Camera3D & transform); friend QDataStream & operator>>(QDataStream & in, Camera3D & transform);
#endif #endif
}; };
Q_DECLARE_TYPEINFO(Camera3D, Q_MOVABLE_TYPE);
// Qt Streams // Qt Streams
#ifndef QT_NO_DATASTREAM #ifndef QT_NO_DATASTREAM
QDataStream & operator<<(QDataStream & out, const Camera3D & transform); QDataStream & operator<<(QDataStream & out, const Camera3D & transform);
QDataStream & operator>>(QDataStream & in, Camera3D & transform); QDataStream & operator>>(QDataStream & in, Camera3D & transform);
#endif #endif
#ifndef QT_NO_DEBUG_STREAM #ifndef QT_NO_DEBUG_STREAM
QDebug operator<<(QDebug dbg, const Camera3D & transform); QDebug operator<<(QDebug dbg, const Camera3D & transform);
#endif #endif
}
Q_DECLARE_TYPEINFO(Qtk::Camera3D, Q_MOVABLE_TYPE);
#endif // QTK_CAMERA3D_H #endif // QTK_CAMERA3D_H

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@ -13,7 +13,6 @@
#include <input.h> #include <input.h>
using namespace Qtk;
/******************************************************************************* /*******************************************************************************
* Static Helper Structs * Static Helper Structs

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@ -12,54 +12,52 @@
#include <QPoint> #include <QPoint>
#include <Qt> #include <Qt>
#include <qtkapi.h>
#include <qtkwidget.h>
namespace Qtk { class Input {
class QTKAPI Input { friend class MainWidget;
friend class Qtk::QtkWidget; public:
public:
// Possible key states
enum InputState
{
InputInvalid,
InputRegistered,
InputUnregistered,
InputTriggered,
InputPressed,
InputReleased
};
// State checking // Possible key states
inline static bool keyTriggered(Qt::Key key) enum InputState
{ return keyState(key) == InputTriggered;} {
inline static bool keyPressed(Qt::Key key) InputInvalid,
{ return keyState(key) == InputPressed;} InputRegistered,
inline static bool keyReleased(Qt::Key key) InputUnregistered,
{ return keyState(key) == InputReleased;} InputTriggered,
inline static bool buttonTriggered(Qt::MouseButton button) InputPressed,
{ return buttonState(button) == InputTriggered;} InputReleased
inline static bool buttonPressed(Qt::MouseButton button)
{ return buttonState(button) == InputPressed;}
inline static bool buttonReleased(Qt::MouseButton button)
{ return buttonState(button) == InputReleased;}
// Implementation
static InputState keyState(Qt::Key key);
static InputState buttonState(Qt::MouseButton button);
static QPoint mousePosition();
static QPoint mouseDelta();
private:
// State updating
static void update();
static void registerKeyPress(int key);
static void registerKeyRelease(int key);
static void registerMousePress(Qt::MouseButton button);
static void registerMouseRelease(Qt::MouseButton button);
static void reset();
}; };
}
// State checking
inline static bool keyTriggered(Qt::Key key)
{ return keyState(key) == InputTriggered;}
inline static bool keyPressed(Qt::Key key)
{ return keyState(key) == InputPressed;}
inline static bool keyReleased(Qt::Key key)
{ return keyState(key) == InputReleased;}
inline static bool buttonTriggered(Qt::MouseButton button)
{ return buttonState(button) == InputTriggered;}
inline static bool buttonPressed(Qt::MouseButton button)
{ return buttonState(button) == InputPressed;}
inline static bool buttonReleased(Qt::MouseButton button)
{ return buttonState(button) == InputReleased;}
// Implementation
static InputState keyState(Qt::Key key);
static InputState buttonState(Qt::MouseButton button);
static QPoint mousePosition();
static QPoint mouseDelta();
private:
// State updating
static void update();
static void registerKeyPress(int key);
static void registerKeyRelease(int key);
static void registerMousePress(Qt::MouseButton button);
static void registerMouseRelease(Qt::MouseButton button);
static void reset();
};
#endif // QTOPENGL_INPUT_H #endif // QTOPENGL_INPUT_H

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@ -9,36 +9,36 @@
#include <QKeyEvent> #include <QKeyEvent>
#include <input.h> #include <input.h>
#include <qtkwidget.h>
#include <mesh.h> #include <mesh.h>
#include <abstractscene.h> #include <object.h>
#include <scene.h>
#include <mainwidget.h>
using namespace Qtk;
/******************************************************************************* /*******************************************************************************
* Constructors, Destructors * Constructors, Destructors
******************************************************************************/ ******************************************************************************/
QtkWidget::QtkWidget() : mScene(Q_NULLPTR), mDebugLogger(Q_NULLPTR) MainWidget::MainWidget() : mDebugLogger(Q_NULLPTR)
{ {
initializeWidget(); initializeWidget();
} }
// Constructor for using this widget in QtDesigner // Constructor for using this widget in QtDesigner
QtkWidget::QtkWidget(QWidget *parent) : QOpenGLWidget(parent), MainWidget::MainWidget(QWidget *parent) : QOpenGLWidget(parent), mDebugLogger(Q_NULLPTR)
mScene(Q_NULLPTR), mDebugLogger(Q_NULLPTR)
{ {
initializeWidget(); initializeWidget();
} }
QtkWidget::QtkWidget(const QSurfaceFormat &format) MainWidget::MainWidget(const QSurfaceFormat &format)
: mScene(Q_NULLPTR), mDebugLogger(Q_NULLPTR) : mDebugLogger(Q_NULLPTR)
{ {
setFormat(format); setFormat(format);
setFocusPolicy(Qt::ClickFocus); setFocusPolicy(Qt::ClickFocus);
} }
QtkWidget::~QtkWidget() MainWidget::~MainWidget()
{ {
makeCurrent(); makeCurrent();
teardownGL(); teardownGL();
@ -49,26 +49,80 @@ QtkWidget::~QtkWidget()
* Private Member Functions * Private Member Functions
******************************************************************************/ ******************************************************************************/
void QtkWidget::teardownGL() void MainWidget::teardownGL()
{ {
// Nothing to teardown yet... // Nothing to teardown yet...
} }
void MainWidget::initObjects()
{
mScene = new Scene;
// Drawing a primitive object using Qt and OpenGL
// 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->mProgram.create();
mObject->mProgram.addShaderFromSourceFile(QOpenGLShader::Vertex,
":/solid-ambient.vert");
mObject->mProgram.addShaderFromSourceFile(QOpenGLShader::Fragment,
":/solid-ambient.frag");
mObject->mProgram.link();
mObject->mProgram.bind();
mObject->mVAO.create();
mObject->mVAO.bind();
mObject->mVBO.create();
mObject->mVBO.setUsagePattern(QOpenGLBuffer::StaticDraw);
mObject->mVBO.bind();
mObject->mVBO.allocate(mObject->vertices().data(),
mObject->vertices().size()
* sizeof(mObject->vertices()[0]));
mObject->mProgram.enableAttributeArray(0);
mObject->mProgram.setAttributeBuffer(0, GL_FLOAT, 0,
3, sizeof(mObject->vertices()[0]));
mObject->mProgram.setUniformValue("uColor", QVector3D(1.0f, 0.0f, 0.0f));
mObject->mProgram.setUniformValue("uLightColor", WHITE);
mObject->mProgram.setUniformValue("uAmbientStrength", 0.75f);
mObject->mVBO.release();
mObject->mVAO.release();
mObject->mProgram.release();
mObject->mTransform.setTranslation(13.0f, 0.0f, -2.0f);
}
/******************************************************************************* /*******************************************************************************
* Inherited Virtual Member Functions * Inherited Virtual Member Functions
******************************************************************************/ ******************************************************************************/
void QtkWidget::paintGL() void MainWidget::paintGL()
{ {
// Clear buffers // Clear buffers
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT); glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
// Draw the scene first, since it handles drawing our skybox // Draw the scene first, since it handles drawing our skybox
if (mScene != Q_NULLPTR) mScene->draw(); mScene->draw();
// Draw any additional objects within mainwidget manually
mObject->mProgram.bind();
mObject->mVAO.bind();
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());
mObject->mVAO.release();
mObject->mProgram.release();
} }
void QtkWidget::initializeGL() void MainWidget::initializeGL()
{ {
initializeOpenGLFunctions(); initializeOpenGLFunctions();
// Connect the frameSwapped signal to call the update() function // Connect the frameSwapped signal to call the update() function
@ -96,9 +150,12 @@ void QtkWidget::initializeGL()
glClearDepth(1.0f); glClearDepth(1.0f);
glClearColor(0.0f, 0.25f, 0.0f, 0.0f); glClearColor(0.0f, 0.25f, 0.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Initialize default objects within the scene
initObjects();
} }
void QtkWidget::resizeGL(int width, int height) void MainWidget::resizeGL(int width, int height)
{ {
Scene::Projection().setToIdentity(); Scene::Projection().setToIdentity();
Scene::Projection().perspective(45.0f, Scene::Projection().perspective(45.0f,
@ -111,16 +168,16 @@ void QtkWidget::resizeGL(int width, int height)
* Protected Slots * Protected Slots
******************************************************************************/ ******************************************************************************/
void QtkWidget::update() void MainWidget::update()
{ {
updateCameraInput(); updateCameraInput();
if (mScene != Q_NULLPTR) mScene->update(); mScene->update();
QWidget::update(); QWidget::update();
} }
void QtkWidget::messageLogged(const QOpenGLDebugMessage &msg) void MainWidget::messageLogged(const QOpenGLDebugMessage &msg)
{ {
QString error; QString error;
@ -185,7 +242,7 @@ void QtkWidget::messageLogged(const QOpenGLDebugMessage &msg)
* Protected Helpers * Protected Helpers
******************************************************************************/ ******************************************************************************/
void QtkWidget::keyPressEvent(QKeyEvent *event) void MainWidget::keyPressEvent(QKeyEvent *event)
{ {
if (event->isAutoRepeat()) { if (event->isAutoRepeat()) {
// Do not repeat input while a key is held down // Do not repeat input while a key is held down
@ -195,7 +252,7 @@ void QtkWidget::keyPressEvent(QKeyEvent *event)
} }
} }
void QtkWidget::keyReleaseEvent(QKeyEvent *event) void MainWidget::keyReleaseEvent(QKeyEvent *event)
{ {
if (event->isAutoRepeat()) { if (event->isAutoRepeat()) {
event->ignore(); event->ignore();
@ -204,12 +261,12 @@ void QtkWidget::keyReleaseEvent(QKeyEvent *event)
} }
} }
void QtkWidget::mousePressEvent(QMouseEvent *event) void MainWidget::mousePressEvent(QMouseEvent *event)
{ {
Input::registerMousePress(event->button()); Input::registerMousePress(event->button());
} }
void QtkWidget::mouseReleaseEvent(QMouseEvent *event) void MainWidget::mouseReleaseEvent(QMouseEvent *event)
{ {
Input::registerMouseRelease(event->button()); Input::registerMouseRelease(event->button());
} }
@ -219,7 +276,7 @@ void QtkWidget::mouseReleaseEvent(QMouseEvent *event)
* Private Helpers * Private Helpers
******************************************************************************/ ******************************************************************************/
void QtkWidget::initializeWidget() void MainWidget::initializeWidget()
{ {
QSurfaceFormat format; QSurfaceFormat format;
format.setRenderableType(QSurfaceFormat::OpenGL); format.setRenderableType(QSurfaceFormat::OpenGL);
@ -237,7 +294,7 @@ void QtkWidget::initializeWidget()
setFocusPolicy(Qt::ClickFocus); setFocusPolicy(Qt::ClickFocus);
} }
void QtkWidget::printContextInformation() void MainWidget::printContextInformation()
{ {
QString glType; QString glType;
QString glVersion; QString glVersion;
@ -273,7 +330,7 @@ void QtkWidget::printContextInformation()
} }
void QtkWidget::updateCameraInput() void MainWidget::updateCameraInput()
{ {
Input::update(); Input::update();
// Camera Transformation // Camera Transformation

71
src/mainwidget.h Normal file
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@ -0,0 +1,71 @@
/*##############################################################################
## Author: Shaun Reed ##
## Legal: All Content (c) 2022 Shaun Reed, all rights reserved ##
## About: Main window for Qt6 OpenGL widget application ##
## ##
## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##
##############################################################################*/
#ifndef QTK_MAINWIDGET_H
#define QTK_MAINWIDGET_H
#include <iostream>
#include <QMatrix4x4>
#include <QOpenGLDebugLogger>
#include <QOpenGLFunctions>
#include <QOpenGLWidget>
#define QTK_DEBUG
class MeshRenderer;
class Model;
class Object;
class Scene;
class Skybox;
class Texture;
class MainWidget : public QOpenGLWidget,
protected QOpenGLFunctions {
Q_OBJECT;
public:
// Constructors
MainWidget();
explicit MainWidget(QWidget *parent);
explicit MainWidget(const QSurfaceFormat &format);
~MainWidget() override;
private:
void teardownGL();
void initObjects();
public:
// Inherited virtual Members
void paintGL() override;
void initializeGL() override;
void resizeGL(int width, int height) override;
protected slots:
void update();
void messageLogged(const QOpenGLDebugMessage &msg);
// Protected Helpers
protected:
void keyPressEvent(QKeyEvent *event);
void keyReleaseEvent(QKeyEvent *event);
void mousePressEvent(QMouseEvent *event);
void mouseReleaseEvent(QMouseEvent *event);
private:
// Private helpers
void initializeWidget();
void printContextInformation();
void updateCameraInput();
Scene * mScene;
Object * mObject;
QOpenGLDebugLogger * mDebugLogger;
};
#endif // QTK_MAINWIDGET_H

15
src/mainwindow.cpp Normal file
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@ -0,0 +1,15 @@
#include "mainwindow.h"
#include "ui_mainwindow.h"
MainWindow::MainWindow(QWidget *parent) :
QMainWindow(parent),
ui(new Ui::MainWindow)
{
ui->setupUi(this);
setWindowIcon(QIcon("../resources/icon.png"));
}
MainWindow::~MainWindow()
{
delete ui;
}

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@ -1,19 +1,15 @@
#ifndef MAINWINDOW_H #ifndef MAINWINDOW_H
#define MAINWINDOW_H #define MAINWINDOW_H
#include <unordered_map>
#include <QMainWindow> #include <QMainWindow>
#include "qtk-widget_export.h" #include "main-widget_export.h"
#include <examplescene.h>
namespace Ui { namespace Ui {
class MainWindow; class MainWindow;
} }
class QTK_WIDGET_EXPORT MainWindow : public QMainWindow class MAIN_WIDGET_EXPORT MainWindow : public QMainWindow
{ {
Q_OBJECT Q_OBJECT
@ -23,7 +19,6 @@ public:
private: private:
Ui::MainWindow *ui; Ui::MainWindow *ui;
std::unordered_map<std::string, Qtk::Scene*> mScenes;
}; };
#endif // MAINWINDOW_H #endif // MAINWINDOW_H

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@ -14,25 +14,15 @@
<string>Qtk - MainWindow</string> <string>Qtk - MainWindow</string>
</property> </property>
<widget class="QWidget" name="centralwidget"> <widget class="QWidget" name="centralwidget">
<widget class="QWidget" name="qWidget" native="true"> <widget class="MainWidget" name="openGLWidget">
<property name="geometry"> <property name="geometry">
<rect> <rect>
<x>0</x> <x>10</x>
<y>0</y> <y>10</y>
<width>801</width> <width>775</width>
<height>561</height> <height>550</height>
</rect> </rect>
</property> </property>
<widget class="Qtk::QtkWidget" name="openGLWidget">
<property name="geometry">
<rect>
<x>10</x>
<y>10</y>
<width>781</width>
<height>541</height>
</rect>
</property>
</widget>
</widget> </widget>
</widget> </widget>
<widget class="QMenuBar" name="menubar"> <widget class="QMenuBar" name="menubar">
@ -104,9 +94,9 @@
</widget> </widget>
<customwidgets> <customwidgets>
<customwidget> <customwidget>
<class>Qtk::QtkWidget</class> <class>MainWidget</class>
<extends>QOpenGLWidget</extends> <extends>QOpenGLWidget</extends>
<header>qtkwidget.h</header> <header>mainwidget.h</header>
</customwidget> </customwidget>
</customwidgets> </customwidgets>
<resources/> <resources/>

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@ -8,7 +8,6 @@
#include <mesh.h> #include <mesh.h>
using namespace Qtk;
Cube::Cube(DrawMode mode) Cube::Cube(DrawMode mode)
{ {

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@ -12,27 +12,25 @@
#include <QVector2D> #include <QVector2D>
#include <QVector3D> #include <QVector3D>
#include <qtkapi.h>
#include <transform3D.h> #include <transform3D.h>
namespace Qtk { class MeshRenderer;
class MeshRenderer; class Object;
class Object;
// Define vertices for drawing a cube using two faces (8 vertex points) // Define vertices for drawing a cube using two faces (8 vertex points)
// Front Vertices // Front Vertices
#define VERTEX_FTR QVector3D( 0.5f, 0.5f, 0.5f) // 1 #define VERTEX_FTR QVector3D( 0.5f, 0.5f, 0.5f) // 1
#define VERTEX_FTL QVector3D(-0.5f, 0.5f, 0.5f) // 2 #define VERTEX_FTL QVector3D(-0.5f, 0.5f, 0.5f) // 2
#define VERTEX_FBL QVector3D(-0.5f, -0.5f, 0.5f) // 3 #define VERTEX_FBL QVector3D(-0.5f, -0.5f, 0.5f) // 3
#define VERTEX_FBR QVector3D( 0.5f, -0.5f, 0.5f) // 4 #define VERTEX_FBR QVector3D( 0.5f, -0.5f, 0.5f) // 4
// Back Vertices // Back Vertices
#define VERTEX_BTR QVector3D( 0.5f, 0.5f, -0.5f) // 5 #define VERTEX_BTR QVector3D( 0.5f, 0.5f, -0.5f) // 5
#define VERTEX_BTL QVector3D(-0.5f, 0.5f, -0.5f) // 6 #define VERTEX_BTL QVector3D(-0.5f, 0.5f, -0.5f) // 6
#define VERTEX_BBL QVector3D(-0.5f, -0.5f, -0.5f) // 7 #define VERTEX_BBL QVector3D(-0.5f, -0.5f, -0.5f) // 7
#define VERTEX_BBR QVector3D( 0.5f, -0.5f, -0.5f) // 8 #define VERTEX_BBR QVector3D( 0.5f, -0.5f, -0.5f) // 8
// Direction vectors // Direction vectors
#define VECTOR_UP QVector3D(0.0f, 1.0f, 0.0f) #define VECTOR_UP QVector3D(0.0f, 1.0f, 0.0f)
#define VECTOR_DOWN QVector3D(0.0f, -1.0f, 0.0f) #define VECTOR_DOWN QVector3D(0.0f, -1.0f, 0.0f)
#define VECTOR_LEFT QVector3D(-1.0f, 0.0f, 0.0f) #define VECTOR_LEFT QVector3D(-1.0f, 0.0f, 0.0f)
@ -40,25 +38,25 @@ namespace Qtk {
#define VECTOR_FORWARD QVector3D(0.0f, 0.0f, 1.0f) #define VECTOR_FORWARD QVector3D(0.0f, 0.0f, 1.0f)
#define VECTOR_BACK QVector3D(0.0f, 0.0f, -1.0f) #define VECTOR_BACK QVector3D(0.0f, 0.0f, -1.0f)
// Identity and zero vectors // Identity and zero vectors
#define VECTOR_ONE QVector3D(1.0f, 1.0f, 1.0f) #define VECTOR_ONE QVector3D(1.0f, 1.0f, 1.0f)
#define VECTOR_ZERO QVector3D(0.0f, 0.0f, 0.0f) #define VECTOR_ZERO QVector3D(0.0f, 0.0f, 0.0f)
// A series of direction vectors to represent cube face normal // A series of direction vectors to represent cube face normal
#define FACE_TOP VECTOR_UP, VECTOR_UP, VECTOR_UP, \ #define FACE_TOP VECTOR_UP, VECTOR_UP, VECTOR_UP, \
VECTOR_UP, VECTOR_UP, VECTOR_UP VECTOR_UP, VECTOR_UP, VECTOR_UP
#define FACE_BOTTOM VECTOR_DOWN, VECTOR_DOWN, VECTOR_DOWN, \ #define FACE_BOTTOM VECTOR_DOWN, VECTOR_DOWN, VECTOR_DOWN, \
VECTOR_DOWN, VECTOR_DOWN, VECTOR_DOWN VECTOR_DOWN, VECTOR_DOWN, VECTOR_DOWN
#define FACE_LEFT VECTOR_LEFT, VECTOR_LEFT, VECTOR_LEFT, \ #define FACE_LEFT VECTOR_LEFT, VECTOR_LEFT, VECTOR_LEFT, \
VECTOR_LEFT, VECTOR_LEFT, VECTOR_LEFT VECTOR_LEFT, VECTOR_LEFT, VECTOR_LEFT
#define FACE_RIGHT VECTOR_RIGHT, VECTOR_RIGHT, VECTOR_RIGHT, \ #define FACE_RIGHT VECTOR_RIGHT, VECTOR_RIGHT, VECTOR_RIGHT, \
VECTOR_RIGHT, VECTOR_RIGHT, VECTOR_RIGHT VECTOR_RIGHT, VECTOR_RIGHT, VECTOR_RIGHT
#define FACE_FRONT VECTOR_FORWARD, VECTOR_FORWARD, VECTOR_FORWARD, \ #define FACE_FRONT VECTOR_FORWARD, VECTOR_FORWARD, VECTOR_FORWARD, \
VECTOR_FORWARD, VECTOR_FORWARD, VECTOR_FORWARD VECTOR_FORWARD, VECTOR_FORWARD, VECTOR_FORWARD
#define FACE_BACK VECTOR_BACK, VECTOR_BACK, VECTOR_BACK, \ #define FACE_BACK VECTOR_BACK, VECTOR_BACK, VECTOR_BACK, \
VECTOR_BACK, VECTOR_BACK, VECTOR_BACK VECTOR_BACK, VECTOR_BACK, VECTOR_BACK
// Colors using QVector3Ds as RGB values // Colors using QVector3Ds as RGB values
#define WHITE VECTOR_ONE #define WHITE VECTOR_ONE
#define BLACK VECTOR_ZERO #define BLACK VECTOR_ZERO
#define RED QVector3D(1.0f, 0.0f, 0.0f) #define RED QVector3D(1.0f, 0.0f, 0.0f)
@ -73,62 +71,62 @@ namespace Qtk {
#define UV_RIGHT QVector2D(0.0f, 1.0f) #define UV_RIGHT QVector2D(0.0f, 1.0f)
#define UV_CORNER QVector2D(1.0f, 1.0f) #define UV_CORNER QVector2D(1.0f, 1.0f)
typedef std::vector<QVector3D> Vertices;
typedef std::vector<QVector3D> Colors;
typedef std::vector<GLuint> Indices;
typedef std::vector<QVector2D> TexCoords;
typedef std::vector<QVector3D> Normals;
enum DrawMode { QTK_DRAW_ARRAYS, QTK_DRAW_ELEMENTS, QTK_DRAW_ELEMENTS_NORMALS }; typedef std::vector<QVector3D> Vertices;
typedef std::vector<QVector3D> Colors;
typedef std::vector<GLuint> Indices;
typedef std::vector<QVector2D> TexCoords;
typedef std::vector<QVector3D> Normals;
struct QTKAPI ShapeBase { enum DrawMode { QTK_DRAW_ARRAYS, QTK_DRAW_ELEMENTS, QTK_DRAW_ELEMENTS_NORMALS };
ShapeBase(DrawMode mode=QTK_DRAW_ARRAYS, Vertices v={},Indices i={}, Colors c={},
TexCoords t={}, Normals n={})
: mVertices(v), mColors(c), mIndices(i), mTexCoords(t), mNormals(n)
{}
inline const Vertices & vertices() const { return mVertices;} struct ShapeBase {
inline const Indices & indices() const { return mIndices;} ShapeBase(DrawMode mode=QTK_DRAW_ARRAYS, Vertices v={},Indices i={}, Colors c={},
inline const Colors & colors() const { return mColors;} TexCoords t={}, Normals n={})
inline const TexCoords & texCoords() const { return mTexCoords;} : mVertices(v), mColors(c), mIndices(i), mTexCoords(t), mNormals(n)
inline const Normals & normals() const { return mNormals;} {}
protected: inline const Vertices & vertices() const { return mVertices;}
DrawMode mDrawMode; 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;}
Vertices mVertices; protected:
Colors mColors; DrawMode mDrawMode;
Indices mIndices;
TexCoords mTexCoords;
Normals mNormals;
};
struct Shape : public ShapeBase { Vertices mVertices;
friend MeshRenderer; Colors mColors;
friend Object; Indices mIndices;
Shape () {} TexCoords mTexCoords;
Shape(const ShapeBase & rhs) : ShapeBase(rhs) {} Normals mNormals;
};
virtual inline void setVertices(const Vertices & value) {mVertices = value;} struct Shape : public ShapeBase {
virtual inline void setIndices(const Indices & value) {mIndices = value;} friend MeshRenderer;
virtual inline void setColors(const Colors & value) {mColors = value;} friend Object;
virtual inline void setTexCoords(const TexCoords & value) {mTexCoords = value;} Shape () {}
virtual inline void setNormals(const Normals & value) {mNormals = value;} Shape(const ShapeBase & rhs) : ShapeBase(rhs) {}
virtual inline void setShape(const Shape & value) { *this = value;}
}; virtual inline void setVertices(const Vertices & value) {mVertices = value;}
virtual inline void setIndices(const Indices & value) {mIndices = value;}
virtual inline void setColors(const Colors & value) {mColors = value;}
virtual inline void setTexCoords(const TexCoords & value) {mTexCoords = value;}
virtual inline void setNormals(const Normals & value) {mNormals = value;}
virtual inline void setShape(const Shape & value) { *this = value;}
};
// Primitives inherit from ShapeBase, does not allow setting of shape values // Primitives inherit from ShapeBase, does not allow setting of shape values
class QTKAPI Mesh { class Mesh {
}; };
struct QTKAPI Cube : public ShapeBase { struct Cube : public ShapeBase {
Cube(DrawMode mode=QTK_DRAW_ARRAYS); Cube(DrawMode mode=QTK_DRAW_ARRAYS);
}; };
struct QTKAPI Triangle : public ShapeBase { struct Triangle : public ShapeBase {
Triangle(DrawMode mode=QTK_DRAW_ARRAYS); Triangle(DrawMode mode=QTK_DRAW_ARRAYS);
}; };
}
#endif // QTK_MESH_H #endif // QTK_MESH_H

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@ -8,14 +8,14 @@
#include <QImageReader> #include <QImageReader>
#include <abstractscene.h> #include <scene.h>
#include <meshrenderer.h>
#include <texture.h> #include <texture.h>
using namespace Qtk; #include <meshrenderer.h>
// Static QHash that holds all MeshRenderer instances using their mName as keys // Static QHash that holds all MeshRenderer instances using their mName as keys
Qtk::MeshRenderer::MeshManager Qtk::MeshRenderer::sInstances; MeshRenderer::MeshManager MeshRenderer::sInstances;
MeshRenderer::MeshRenderer(const char * name, const ShapeBase & shape) MeshRenderer::MeshRenderer(const char * name, const ShapeBase & shape)
: Object(name, shape), mVertexShader(":/multi-color.vert"), : Object(name, shape), mVertexShader(":/multi-color.vert"),

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@ -10,71 +10,68 @@
#include <mesh.h> #include <mesh.h>
#include <object.h> #include <object.h>
#include <qtkapi.h>
namespace Qtk { class MeshRenderer : public Object {
class QTKAPI MeshRenderer : public Object { public:
public: // Delegate constructors
// Delegate constructors MeshRenderer(const char * name, Vertices vertices, Indices indices,
MeshRenderer(const char * name, Vertices vertices, Indices indices, DrawMode mode=QTK_DRAW_ARRAYS)
DrawMode mode=QTK_DRAW_ARRAYS) : MeshRenderer(name, ShapeBase(mode, vertices, indices))
: MeshRenderer(name, ShapeBase(mode, vertices, indices)) {}
{} MeshRenderer(const char * name)
MeshRenderer(const char * name) : MeshRenderer(name, Cube(QTK_DRAW_ELEMENTS))
: MeshRenderer(name, Cube(QTK_DRAW_ELEMENTS)) {}
{} // Constructor
// Constructor MeshRenderer(const char * name, const ShapeBase &shape);
MeshRenderer(const char * name, const ShapeBase &shape); ~MeshRenderer();
~MeshRenderer();
// Retrieve a mesh by name stored within a static QHash // Retrieve a mesh by name stored within a static QHash
static MeshRenderer * getInstance(const QString & name); static MeshRenderer * getInstance(const QString & name);
void init(); void init();
void draw(); void draw();
// Draw types like GL_TRIANGLES, GL_POINTS, GL_LINES, etc // Draw types like GL_TRIANGLES, GL_POINTS, GL_LINES, etc
void setDrawType(int drawType) { mDrawType = drawType;} void setDrawType(int drawType) { mDrawType = drawType;}
// Shader settings // Shader settings
inline void setShaderVertex(const std::string & vert) { mVertexShader = vert;} inline void setShaderVertex(const std::string & vert) { mVertexShader = vert;}
inline void setShaderFragment(const std::string & frag) inline void setShaderFragment(const std::string & frag)
{ mFragmentShader = frag;} { mFragmentShader = frag;}
void setShaders(const std::string & vert, const std::string & frag); void setShaders(const std::string & vert, const std::string & frag);
template <typename T> template <typename T>
inline void setUniform(int location, T value) inline void setUniform(int location, T value)
{ mProgram.setUniformValue(location, value);} { mProgram.setUniformValue(location, value);}
template <typename T> template <typename T>
inline void setUniform(const char * location, T value) inline void setUniform(const char * location, T value)
{ mProgram.setUniformValue(location, value);} { mProgram.setUniformValue(location, value);}
// Set MVP matrix using this Object's transform // Set MVP matrix using this Object's transform
// + View and projection provided by MainWidget static members // + View and projection provided by MainWidget static members
void setUniformMVP(const char * model="uModel", const char * view="uView", void setUniformMVP(const char * model="uModel", const char * view="uView",
const char * projection="uProjection"); const char * projection="uProjection");
// Sets the texture to the image at the given path // Sets the texture to the image at the given path
// + Sets mHasTexture to enable texture binding in draw() // + Sets mHasTexture to enable texture binding in draw()
void setTexture(const char * path); void setTexture(const char * path);
void setTexture(QOpenGLTexture * texture); void setTexture(QOpenGLTexture * texture);
// These functions modify data stored in a VBO // These functions modify data stored in a VBO
// + After calling them, the VBO will need to be reallocated // + After calling them, the VBO will need to be reallocated
void setShape(const Shape & value) override; void setShape(const Shape & value) override;
void setColor(const QVector3D & color); void setColor(const QVector3D & color);
// Static QHash of all mesh objects within the scene // Static QHash of all mesh objects within the scene
typedef QHash<QString, MeshRenderer *> MeshManager; typedef QHash<QString, MeshRenderer *> MeshManager;
private: private:
static MeshManager sInstances; static MeshManager sInstances;
int mDrawType; int mDrawType;
bool mHasTexture; bool mHasTexture;
std::string mVertexShader, mFragmentShader; std::string mVertexShader, mFragmentShader;
}; };
}
#endif // QTK_MESHRENDERER_H #endif // QTK_MESHRENDERER_H

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@ -9,12 +9,12 @@
#include <QFileInfo> #include <QFileInfo>
#include <abstractscene.h> #include <scene.h>
#include <model.h>
#include <resourcemanager.h>
#include <texture.h> #include <texture.h>
#include <resourcemanager.h>
#include <model.h>
using namespace Qtk;
Model::ModelManager Model::mManager; Model::ModelManager Model::mManager;

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@ -16,6 +16,7 @@
#include <QOpenGLShaderProgram> #include <QOpenGLShaderProgram>
#include <QOpenGLTexture> #include <QOpenGLTexture>
#include <QOpenGLVertexArrayObject> #include <QOpenGLVertexArrayObject>
#include <QOpenGLFunctions>
// Assimp // Assimp
#include <assimp/Importer.hpp> #include <assimp/Importer.hpp>
@ -23,119 +24,117 @@
#include <assimp/scene.h> #include <assimp/scene.h>
// QTK // QTK
#include <qtkapi.h>
#include <transform3D.h> #include <transform3D.h>
namespace Qtk {
struct QTKAPI ModelVertex {
QVector3D mPosition;
QVector3D mNormal;
QVector3D mTangent;
QVector3D mBitangent;
QVector2D mTextureCoord;
};
struct QTKAPI ModelTexture { struct ModelVertex {
GLuint mID; QVector3D mPosition;
QOpenGLTexture * mTexture; QVector3D mNormal;
std::string mType; QVector3D mTangent;
std::string mPath; QVector3D mBitangent;
}; QVector2D mTextureCoord;
};
class Model; struct ModelTexture {
GLuint mID;
QOpenGLTexture * mTexture;
std::string mType;
std::string mPath;
};
class QTKAPI ModelMesh : protected QOpenGLFunctions { class Model;
public:
friend Model;
typedef std::vector<ModelVertex> Vertices;
typedef std::vector<GLuint> Indices;
typedef std::vector<ModelTexture> Textures;
// Constructors, Destructors class ModelMesh : protected QOpenGLFunctions {
ModelMesh(Vertices vertices, Indices indices, Textures textures, public:
const char * vertexShader=":/model-basic.vert", friend Model;
const char * fragmentShader=":/model-basic.frag") typedef std::vector<ModelVertex> Vertices;
: mProgram(new QOpenGLShaderProgram), typedef std::vector<GLuint> Indices;
typedef std::vector<ModelTexture> Textures;
// Constructors, Destructors
ModelMesh(Vertices vertices, Indices indices, Textures textures,
const char * vertexShader=":/model-basic.vert",
const char * fragmentShader=":/model-basic.frag")
: mProgram(new QOpenGLShaderProgram),
mVAO(new QOpenGLVertexArrayObject), mVAO(new QOpenGLVertexArrayObject),
mVBO(new QOpenGLBuffer(QOpenGLBuffer::VertexBuffer)), mVBO(new QOpenGLBuffer(QOpenGLBuffer::VertexBuffer)),
mEBO(new QOpenGLBuffer(QOpenGLBuffer::IndexBuffer)), mEBO(new QOpenGLBuffer(QOpenGLBuffer::IndexBuffer)),
mVertices(std::move(vertices)), mVertices(std::move(vertices)),
mIndices(std::move(indices)), mIndices(std::move(indices)),
mTextures(std::move(textures)) mTextures(std::move(textures))
{ initMesh(vertexShader, fragmentShader);} { initMesh(vertexShader, fragmentShader);}
~ModelMesh() {} ~ModelMesh() {}
private: private:
void initMesh(const char * vert, const char * frag); void initMesh(const char * vert, const char * frag);
// ModelMesh Private Members // ModelMesh Private Members
QOpenGLBuffer * mVBO, * mEBO; QOpenGLBuffer * mVBO, * mEBO;
QOpenGLVertexArrayObject * mVAO; QOpenGLVertexArrayObject * mVAO;
QOpenGLShaderProgram * mProgram; QOpenGLShaderProgram * mProgram;
public: public:
inline void draw() { draw(*mProgram);} inline void draw() { draw(*mProgram);}
void draw(QOpenGLShaderProgram & shader); void draw(QOpenGLShaderProgram & shader);
// ModelMesh Public Members // ModelMesh Public Members
Vertices mVertices; Vertices mVertices;
Indices mIndices; Indices mIndices;
Textures mTextures; Textures mTextures;
Transform3D mTransform; Transform3D mTransform;
}; };
class QTKAPI Model : public QObject { class Model : public QObject {
Q_OBJECT Q_OBJECT
public: public:
inline Model(const char * name, const char * path, inline Model(const char * name, const char * path,
const char * vertexShader=":/model-basic.vert", const char * vertexShader=":/model-basic.vert",
const char * fragmentShader=":/model-basic.frag") const char * fragmentShader=":/model-basic.frag")
: mName(name), mVertexShader(vertexShader), : mName(name), mVertexShader(vertexShader),
mFragmentShader(fragmentShader) mFragmentShader(fragmentShader)
{ loadModel(path);} { loadModel(path);}
inline ~Model() { mManager.remove(mName);} inline ~Model() { mManager.remove(mName);}
void draw(); void draw();
void draw(QOpenGLShaderProgram & shader); void draw(QOpenGLShaderProgram & shader);
void flipTexture(const std::string & fileName, void flipTexture(const std::string & fileName,
bool flipX=false, bool flipY=true); bool flipX=false, bool flipY=true);
template <typename T> template <typename T>
void setUniform(const char * location, T value) void setUniform(const char * location, T value)
{ {
for (auto & mesh : mMeshes) { for (auto & mesh : mMeshes) {
mesh.mProgram->bind(); mesh.mProgram->bind();
mesh.mProgram->setUniformValue(location, value); mesh.mProgram->setUniformValue(location, value);
mesh.mProgram->release(); mesh.mProgram->release();
}
} }
}
Transform3D mTransform; Transform3D mTransform;
static Model * getInstance(const char * name); static Model * getInstance(const char * name);
typedef QHash<QString, Model *> ModelManager; typedef QHash<QString, Model *> ModelManager;
private: private:
static ModelManager mManager; static ModelManager mManager;
void loadModel(const std::string & path); void loadModel(const std::string & path);
void processNode(aiNode * node, const aiScene * scene); void processNode(aiNode * node, const aiScene * scene);
ModelMesh processMesh(aiMesh * mesh, const aiScene * scene); ModelMesh processMesh(aiMesh * mesh, const aiScene * scene);
ModelMesh::Textures loadMaterialTextures(aiMaterial * mat, aiTextureType type, ModelMesh::Textures loadMaterialTextures(aiMaterial * mat, aiTextureType type,
const std::string & typeName); const std::string & typeName);
void sortModels(); void sortModels();
// Model Private Members // Model Private Members
ModelMesh::Textures mTexturesLoaded; ModelMesh::Textures mTexturesLoaded;
std::vector<ModelMesh> mMeshes; std::vector<ModelMesh> mMeshes;
std::string mDirectory; std::string mDirectory;
const char * mVertexShader, * mFragmentShader, * mName; const char * mVertexShader, * mFragmentShader, * mName;
}; };
}
#endif // QTK_MODEL_H #endif // QTK_MODEL_H

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@ -7,5 +7,3 @@
##############################################################################*/ ##############################################################################*/
#include <object.h> #include <object.h>
using namespace Qtk;

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@ -14,50 +14,48 @@
#include <QOpenGLVertexArrayObject> #include <QOpenGLVertexArrayObject>
#include <mesh.h> #include <mesh.h>
#include <qtkapi.h>
namespace Qtk {
class QTKAPI Object : public QObject {
Q_OBJECT
public: class Object : public QObject {
friend MeshRenderer; Q_OBJECT
// Initialize an object with no shape data assigned
Object(const char * name)
: mName(name), mVBO(QOpenGLBuffer::VertexBuffer)
{ }
// Initialize an object with shape data assigned
Object(const char * name, const ShapeBase & shape)
: mName(name), mVBO(QOpenGLBuffer::VertexBuffer), mShape(shape)
{ }
~Object() {} public:
friend MeshRenderer;
// Initialize an object with no shape data assigned
Object(const char * name)
: mName(name), mVBO(QOpenGLBuffer::VertexBuffer)
{ }
// Initialize an object with shape data assigned
Object(const char * name, const ShapeBase & shape)
: mName(name), mVBO(QOpenGLBuffer::VertexBuffer), mShape(shape)
{ }
inline const Vertices & vertices() { return mShape.mVertices;} ~Object() {}
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;}
virtual inline void setVertices(const Vertices & value) { mShape.mVertices = value;} inline const Vertices & vertices() { return mShape.mVertices;}
virtual inline void setIndices(const Indices & value) { mShape.mIndices = value;} inline const Indices & indices() { return mShape.mIndices;}
virtual inline void setColors(const Colors & value) { mShape.mColors = value;} inline const Colors & colors() { return mShape.mColors;}
virtual inline void setTexCoords(const TexCoords & value) { mShape.mTexCoords = value;} inline const TexCoords & texCoords() { return mShape.mTexCoords;}
virtual inline void setNormals(const Normals & value) { mShape.mNormals = value;} inline const Normals & normals() { return mShape.mNormals;}
virtual inline void setShape(const Shape & value) { mShape = value;} inline QOpenGLTexture & texture() const { return *mTexture;}
QOpenGLBuffer mVBO, mNBO; virtual inline void setVertices(const Vertices & value) { mShape.mVertices = value;}
QOpenGLVertexArrayObject mVAO; virtual inline void setIndices(const Indices & value) { mShape.mIndices = value;}
QOpenGLShaderProgram mProgram; virtual inline void setColors(const Colors & value) { mShape.mColors = value;}
virtual inline void setTexCoords(const TexCoords & value) { mShape.mTexCoords = value;}
virtual inline void setNormals(const Normals & value) { mShape.mNormals = value;}
virtual inline void setShape(const Shape & value) { mShape = value;}
Transform3D mTransform; QOpenGLBuffer mVBO, mNBO;
Shape mShape; QOpenGLVertexArrayObject mVAO;
QOpenGLShaderProgram mProgram;
const char * mName; Transform3D mTransform;
private: Shape mShape;
QOpenGLTexture * mTexture;
}; const char * mName;
} private:
QOpenGLTexture * mTexture;
};
#endif // QTK_OBJECT_H #endif // QTK_OBJECT_H

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@ -1,2 +0,0 @@
#define QTK_RESOURCES "@QTK_RESOURCES@"

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@ -1,74 +0,0 @@
/*##############################################################################
## Author: Shaun Reed ##
## Legal: All Content (c) 2022 Shaun Reed, all rights reserved ##
## About: Main window for Qt6 OpenGL widget application ##
## ##
## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##
##############################################################################*/
#ifndef QTK_QTKWIDGET_H
#define QTK_QTKWIDGET_H
#include <iostream>
#include <QMatrix4x4>
#include <QOpenGLDebugLogger>
#include <QOpenGLFunctions>
#include <QOpenGLWidget>
#include <qtkapi.h>
#include <abstractscene.h>
namespace Qtk {
class QTKAPI QtkWidget : public QOpenGLWidget,
protected QOpenGLFunctions {
Q_OBJECT;
public:
// Constructors
QtkWidget();
explicit QtkWidget(QWidget *parent);
explicit QtkWidget(const QSurfaceFormat &format);
~QtkWidget() override;
private:
void teardownGL();
public:
// Inherited virtual Members
void paintGL() override;
void initializeGL() override;
void resizeGL(int width, int height) override;
inline Qtk::Scene * getScene() {return mScene;}
inline void setScene(Qtk::Scene * scene) {
if (mScene != Q_NULLPTR) delete mScene;
mScene = scene;
}
protected slots:
void update();
#ifdef QTK_DEBUG
void messageLogged(const QOpenGLDebugMessage &msg);
#endif
// Protected Helpers
protected:
void keyPressEvent(QKeyEvent *event);
void keyReleaseEvent(QKeyEvent *event);
void mousePressEvent(QMouseEvent *event);
void mouseReleaseEvent(QMouseEvent *event);
private:
// Private helpers
void initializeWidget();
void updateCameraInput();
Qtk::Scene * mScene;
#ifdef QTK_DEBUG
void printContextInformation();
QOpenGLDebugLogger * mDebugLogger;
#endif
};
}
#endif // QTK_QTKWIDGET_H

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@ -1,23 +1,24 @@
/*############################################################################## /*##############################################################################
## Author: Shaun Reed ## ## Author: Shaun Reed ##
## Legal: All Content (c) 2022 Shaun Reed, all rights reserved ## ## Legal: All Content (c) 2022 Shaun Reed, all rights reserved ##
## About: Main window for Qt6 OpenGL widget application ## ## About: Manage files and resources used by qtk ##
## ## ## ##
## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ## ## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##
##############################################################################*/ ##############################################################################*/
#ifndef QTK_QTKAPI_H
#define QTK_QTKAPI_H
#include <QtCore/QtGlobal> #include "resourcemanager.h"
#include <algorithm>
#include <string>
#include <QtGlobal>
#ifdef QTK_SHARED static std::string nixPath(std::string path)
# if defined(QTK_EXPORT) {
# define QTKAPI Q_DECL_EXPORT #ifdef Q_OS_WINDOWS
# else std::replace(path.begin(), path.end(), '\\', '/');
# define QTKAPI Q_DECL_IMPORT
# endif
#else
# define QTKAPI
#endif #endif
return path;
}
#endif //QTK_QTKAPI_H std::string RM::resourcesDir =
std::string(__FILE__).substr(0, nixPath(__FILE__).find("src/"))
+ "resources/";

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@ -8,8 +8,6 @@
#include <string> #include <string>
#include <src/qtkresources.h>
#ifndef QTK_RESOURCEMANAGER_H #ifndef QTK_RESOURCEMANAGER_H
#define QTK_RESOURCEMANAGER_H #define QTK_RESOURCEMANAGER_H
@ -28,8 +26,10 @@ public:
*/ */
static std::string getPath(const std::string & path) { static std::string getPath(const std::string & path) {
// Only construct qtk resource path if in qrc format; else return it as-is // Only construct qtk resource path if in qrc format; else return it as-is
return path[0] == ':' ? QTK_RESOURCES + path.substr(1) : path; return path[0] == ':' ? resourcesDir + path.substr(2) : path;
} }
static std::string resourcesDir;
} RM; } RM;
#endif //QTK_RESOURCEMANAGER_H #endif //QTK_RESOURCEMANAGER_H

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@ -6,27 +6,32 @@
## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ## ## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##
##############################################################################*/ ##############################################################################*/
#include <abstractscene.h>
#include <camera3d.h> #include <camera3d.h>
#include <texture.h>
#include <meshrenderer.h> #include <meshrenderer.h>
#include <model.h> #include <model.h>
#include <resourcemanager.h> #include <resourcemanager.h>
#include <examplescene.h>
#include <texture.h>
using namespace Qtk; #include <scene.h>
Camera3D Scene::mCamera;
QMatrix4x4 Scene::mProjection;
/******************************************************************************* /*******************************************************************************
* Constructors, Destructors * Constructors, Destructors
******************************************************************************/ ******************************************************************************/
ExampleScene::ExampleScene() Scene::Scene()
{ {
Camera().transform().setTranslation(0.0f, 0.0f, 20.0f); mCamera.transform().setTranslation(0.0f, 0.0f, 20.0f);
Camera().transform().setRotation(-5.0f, 0.0f, 1.0f, 0.0f); mCamera.transform().setRotation(-5.0f, 0.0f, 1.0f, 0.0f);
init();
} }
ExampleScene::~ExampleScene() Scene::~Scene()
{ {
delete mTestPhong; delete mTestPhong;
delete mTestSpecular; delete mTestSpecular;
@ -34,7 +39,6 @@ ExampleScene::~ExampleScene()
delete mTestAmbient; delete mTestAmbient;
for (auto & mesh : mMeshes) delete mesh; for (auto & mesh : mMeshes) delete mesh;
for (auto & model : mModels) delete model; for (auto & model : mModels) delete model;
delete mSkybox;
} }
@ -42,13 +46,10 @@ ExampleScene::~ExampleScene()
* Public Member Functions * Public Member Functions
******************************************************************************/ ******************************************************************************/
void ExampleScene::init() void Scene::init()
{ {
Qtk::Skybox * sb = new Qtk::Skybox("Skybox");
setSkybox(sb);
// Initialize Phong example cube // Initialize Phong example cube
mTestPhong = new Qtk::MeshRenderer("phong", Qtk::Cube()); mTestPhong = new MeshRenderer("phong", Cube());
mTestPhong->mTransform.setTranslation(3.0f, 0.0f, -2.0f); mTestPhong->mTransform.setTranslation(3.0f, 0.0f, -2.0f);
mTestPhong->setShaders(":/solid-phong.vert", ":/solid-phong.frag"); mTestPhong->setShaders(":/solid-phong.vert", ":/solid-phong.frag");
mTestPhong->init(); mTestPhong->init();
@ -75,7 +76,7 @@ void ExampleScene::init()
// Initialize Ambient example cube // Initialize Ambient example cube
mTestAmbient = new Qtk::MeshRenderer("ambient", Cube()); mTestAmbient = new MeshRenderer("ambient", Cube());
mTestAmbient->mTransform.setTranslation(7.0f, 0.0f, -2.0f); mTestAmbient->mTransform.setTranslation(7.0f, 0.0f, -2.0f);
mTestAmbient->setShaders(":/solid-ambient.vert", ":/solid-ambient.frag"); mTestAmbient->setShaders(":/solid-ambient.vert", ":/solid-ambient.frag");
mTestAmbient->init(); mTestAmbient->init();
@ -99,7 +100,7 @@ void ExampleScene::init()
mTestAmbient->mProgram.release(); mTestAmbient->mProgram.release();
// Initialize Diffuse example cube // Initialize Diffuse example cube
mTestDiffuse = new Qtk::MeshRenderer("diffuse", Cube()); mTestDiffuse = new MeshRenderer("diffuse", Cube());
mTestDiffuse->mTransform.setTranslation(9.0f, 0.0f, -2.0f); mTestDiffuse->mTransform.setTranslation(9.0f, 0.0f, -2.0f);
mTestDiffuse->setShaders(":/solid-diffuse.vert", ":/solid-diffuse.frag"); mTestDiffuse->setShaders(":/solid-diffuse.vert", ":/solid-diffuse.frag");
mTestDiffuse->init(); mTestDiffuse->init();
@ -123,7 +124,7 @@ void ExampleScene::init()
mTestDiffuse->mProgram.release(); mTestDiffuse->mProgram.release();
// Initialize Specular example cube // Initialize Specular example cube
mTestSpecular = new Qtk::MeshRenderer("specular", Cube()); mTestSpecular = new MeshRenderer("specular", Cube());
mTestSpecular->mTransform.setTranslation(11.0f, 0.0f, -2.0f); mTestSpecular->mTransform.setTranslation(11.0f, 0.0f, -2.0f);
mTestSpecular->setShaders(":/solid-specular.vert", ":/solid-specular.frag"); mTestSpecular->setShaders(":/solid-specular.vert", ":/solid-specular.frag");
mTestSpecular->init(); mTestSpecular->init();
@ -151,31 +152,31 @@ void ExampleScene::init()
// //
// Model loading // Model loading
mModels.push_back(new Qtk::Model("backpack", ":/models/backpack/backpack.obj")); mModels.push_back(new Model("backpack", ":/models/backpack/backpack.obj"));
// Sometimes model textures need flipped in certain directions // Sometimes model textures need flipped in certain directions
mModels.back()->flipTexture("diffuse.jpg", false, true); mModels.back()->flipTexture("diffuse.jpg", false, true);
mModels.back()->mTransform.setTranslation(0.0f, 0.0f, -10.0f); mModels.back()->mTransform.setTranslation(0.0f, 0.0f, -10.0f);
mModels.push_back(new Qtk::Model("bird", ":/models/bird/bird.obj")); mModels.push_back(new Model("bird", ":/models/bird/bird.obj"));
mModels.back()->mTransform.setTranslation(2.0f, 2.0f, -10.0f); mModels.back()->mTransform.setTranslation(2.0f, 2.0f, -10.0f);
// Sometimes the models are very large // Sometimes the models are very large
mModels.back()->mTransform.scale(0.0025f); mModels.back()->mTransform.scale(0.0025f);
mModels.back()->mTransform.rotate(-110.0f, 0.0f, 1.0f, 0.0f); mModels.back()->mTransform.rotate(-110.0f, 0.0f, 1.0f, 0.0f);
mModels.push_back(new Qtk::Model("lion", ":/models/lion/lion.obj")); mModels.push_back(new Model("lion", ":/models/lion/lion.obj"));
mModels.back()->mTransform.setTranslation(-3.0f, -1.0f, -10.0f); mModels.back()->mTransform.setTranslation(-3.0f, -1.0f, -10.0f);
mModels.back()->mTransform.scale(0.15f); mModels.back()->mTransform.scale(0.15f);
mModels.push_back(new Qtk::Model("alien", ":/models/alien-hominid/alien.obj")); mModels.push_back(new Model("alien", ":/models/alien-hominid/alien.obj"));
mModels.back()->mTransform.setTranslation(2.0f, -1.0f, -5.0f); mModels.back()->mTransform.setTranslation(2.0f, -1.0f, -5.0f);
mModels.back()->mTransform.scale(0.15f); mModels.back()->mTransform.scale(0.15f);
mModels.push_back(new Qtk::Model("scythe", ":/models/scythe/scythe.obj")); mModels.push_back(new Model("scythe", ":/models/scythe/scythe.obj"));
mModels.back()->mTransform.setTranslation(-6.0f, 0.0f, -10.0f); 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, 1.0f, 0.0f, 0.0f);
mModels.back()->mTransform.rotate(90.0f, 0.0f, 1.0f, 0.0f); mModels.back()->mTransform.rotate(90.0f, 0.0f, 1.0f, 0.0f);
mModels.push_back(new Qtk::Model("masterChief", ":/models/spartan/spartan.obj")); mModels.push_back(new Model("masterChief", ":/models/spartan/spartan.obj"));
mModels.back()->mTransform.setTranslation(-1.5f, 0.5f, -2.0f); mModels.back()->mTransform.setTranslation(-1.5f, 0.5f, -2.0f);
@ -185,7 +186,7 @@ void ExampleScene::init()
// Render an alien with specular // Render an alien with specular
// Test alien Model with phong lighting and specular mapping // Test alien Model with phong lighting and specular mapping
mMeshes.push_back( mMeshes.push_back(
new Qtk::MeshRenderer("alienTestLight", Triangle(Qtk::QTK_DRAW_ELEMENTS))); new MeshRenderer("alienTestLight", Triangle(QTK_DRAW_ELEMENTS)));
mMeshes.back()->mTransform.setTranslation(4.0f, 1.5f, 10.0f); mMeshes.back()->mTransform.setTranslation(4.0f, 1.5f, 10.0f);
mMeshes.back()->mTransform.scale(0.25f); mMeshes.back()->mTransform.scale(0.25f);
// This function changes values we have allocated in a buffer, so init() after // This function changes values we have allocated in a buffer, so init() after
@ -193,7 +194,7 @@ void ExampleScene::init()
mMeshes.back()->init(); mMeshes.back()->init();
mModels.push_back( mModels.push_back(
new Qtk::Model("alienTest", ":/models/alien-hominid/alien.obj", new Model("alienTest", ":/models/alien-hominid/alien.obj",
":/model-specular.vert", ":/model-specular.frag") ":/model-specular.vert", ":/model-specular.frag")
); );
mModels.back()->mTransform.setTranslation(3.0f, -1.0f, 10.0f); mModels.back()->mTransform.setTranslation(3.0f, -1.0f, 10.0f);
@ -213,7 +214,7 @@ void ExampleScene::init()
// Test spartan Model with phong lighting, specular and normal mapping // Test spartan Model with phong lighting, specular and normal mapping
mMeshes.push_back( mMeshes.push_back(
new Qtk::MeshRenderer("spartanTestLight", Triangle(QTK_DRAW_ELEMENTS)) new MeshRenderer("spartanTestLight", Triangle(QTK_DRAW_ELEMENTS))
); );
mMeshes.back()->mTransform.setTranslation(1.0f, 1.5f, 10.0f); mMeshes.back()->mTransform.setTranslation(1.0f, 1.5f, 10.0f);
mMeshes.back()->mTransform.scale(0.25f); mMeshes.back()->mTransform.scale(0.25f);
@ -222,7 +223,7 @@ void ExampleScene::init()
mMeshes.back()->init(); mMeshes.back()->init();
mModels.push_back( mModels.push_back(
new Qtk::Model("spartanTest", ":/models/spartan/spartan.obj", new Model("spartanTest", ":/models/spartan/spartan.obj",
":/model-normals.vert", ":/model-normals.frag") ":/model-normals.vert", ":/model-normals.frag")
); );
mModels.back()->mTransform.setTranslation(0.0f, -1.0f, 10.0f); mModels.back()->mTransform.setTranslation(0.0f, -1.0f, 10.0f);
@ -241,7 +242,7 @@ void ExampleScene::init()
// Test basic cube with phong.vert and phong.frag shaders // Test basic cube with phong.vert and phong.frag shaders
mMeshes.push_back( mMeshes.push_back(
new Qtk::MeshRenderer("testLight", Triangle(QTK_DRAW_ELEMENTS))); new MeshRenderer("testLight", Triangle(QTK_DRAW_ELEMENTS)));
mMeshes.back()->mTransform.setTranslation(5.0f, 1.25f, 10.0f); mMeshes.back()->mTransform.setTranslation(5.0f, 1.25f, 10.0f);
mMeshes.back()->mTransform.scale(0.25f); mMeshes.back()->mTransform.scale(0.25f);
mMeshes.back()->setDrawType(GL_LINE_LOOP); mMeshes.back()->setDrawType(GL_LINE_LOOP);
@ -250,7 +251,7 @@ void ExampleScene::init()
mMeshes.back()->init(); mMeshes.back()->init();
mMeshes.push_back( mMeshes.push_back(
new Qtk::MeshRenderer("testPhong", Cube(QTK_DRAW_ARRAYS))); new MeshRenderer("testPhong", Cube(QTK_DRAW_ARRAYS)));
mMeshes.back()->mTransform.setTranslation(5.0f, 0.0f, 10.0f); mMeshes.back()->mTransform.setTranslation(5.0f, 0.0f, 10.0f);
mMeshes.back()->setShaders(":/phong.vert", ":/phong.frag"); mMeshes.back()->setShaders(":/phong.vert", ":/phong.frag");
mMeshes.back()->setColor(QVector3D(0.0f, 0.25f, 0.0f)); mMeshes.back()->setColor(QVector3D(0.0f, 0.25f, 0.0f));
@ -290,25 +291,25 @@ void ExampleScene::init()
// Create simple shapes using MeshRenderer class and data in mesh.h // Create simple shapes using MeshRenderer class and data in mesh.h
mMeshes.push_back( mMeshes.push_back(
new Qtk::MeshRenderer("rightTriangle", Triangle(QTK_DRAW_ELEMENTS))); new MeshRenderer("rightTriangle", Triangle(QTK_DRAW_ELEMENTS)));
mMeshes.back()->mTransform.setTranslation(-5.0f, 0.0f, -2.0f); mMeshes.back()->mTransform.setTranslation(-5.0f, 0.0f, -2.0f);
mMeshes.push_back( mMeshes.push_back(
new Qtk::MeshRenderer("centerCube", Cube(QTK_DRAW_ELEMENTS))); new MeshRenderer("centerCube", Cube(QTK_DRAW_ELEMENTS)));
mMeshes.back()->mTransform.setTranslation(-7.0f, 0.0f, -2.0f); mMeshes.back()->mTransform.setTranslation(-7.0f, 0.0f, -2.0f);
mMeshes.push_back( mMeshes.push_back(
new Qtk::MeshRenderer("leftTriangle", Triangle(QTK_DRAW_ELEMENTS))); new MeshRenderer("leftTriangle", Triangle(QTK_DRAW_ELEMENTS)));
mMeshes.back()->mTransform.setTranslation(-9.0f, 0.0f, -2.0f); mMeshes.back()->mTransform.setTranslation(-9.0f, 0.0f, -2.0f);
mMeshes.back()->setDrawType(GL_LINE_LOOP); mMeshes.back()->setDrawType(GL_LINE_LOOP);
mMeshes.push_back( mMeshes.push_back(
new Qtk::MeshRenderer("topTriangle", Triangle(QTK_DRAW_ELEMENTS))); new MeshRenderer("topTriangle", Triangle(QTK_DRAW_ELEMENTS)));
mMeshes.back()->mTransform.setTranslation(-7.0f, 2.0f, -2.0f); mMeshes.back()->mTransform.setTranslation(-7.0f, 2.0f, -2.0f);
mMeshes.back()->mTransform.scale(0.25f); mMeshes.back()->mTransform.scale(0.25f);
mMeshes.push_back( mMeshes.push_back(
new Qtk::MeshRenderer("bottomTriangle", Triangle(QTK_DRAW_ELEMENTS))); new MeshRenderer("bottomTriangle", Triangle(QTK_DRAW_ELEMENTS)));
mMeshes.back()->mTransform.setTranslation(-7.0f, -2.0f, -2.0f); mMeshes.back()->mTransform.setTranslation(-7.0f, -2.0f, -2.0f);
mMeshes.back()->mTransform.scale(0.25f); mMeshes.back()->mTransform.scale(0.25f);
mMeshes.back()->setDrawType(GL_LINE_LOOP); mMeshes.back()->setDrawType(GL_LINE_LOOP);
@ -321,7 +322,7 @@ void ExampleScene::init()
// RGB Normals cube to show normals are correct with QTK_DRAW_ARRAYS // RGB Normals cube to show normals are correct with QTK_DRAW_ARRAYS
mMeshes.push_back( mMeshes.push_back(
new Qtk::MeshRenderer("rgbNormalsCubeArraysTest", Cube(QTK_DRAW_ARRAYS))); new MeshRenderer("rgbNormalsCubeArraysTest", Cube(QTK_DRAW_ARRAYS)));
mMeshes.back()->mTransform.setTranslation(5.0f, 0.0f, 4.0f); mMeshes.back()->mTransform.setTranslation(5.0f, 0.0f, 4.0f);
mMeshes.back()->setShaders(":/rgb-normals.vert", ":/rgb-normals.frag"); mMeshes.back()->setShaders(":/rgb-normals.vert", ":/rgb-normals.frag");
mMeshes.back()->init(); mMeshes.back()->init();
@ -343,7 +344,7 @@ void ExampleScene::init()
// RGB Normals cube to show normals are correct with QTK_DRAW_ELEMENTS_NORMALS // RGB Normals cube to show normals are correct with QTK_DRAW_ELEMENTS_NORMALS
mMeshes.push_back( mMeshes.push_back(
new Qtk::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()->mTransform.setTranslation(5.0f, 0.0f, 2.0f);
mMeshes.back()->setShaders(":/rgb-normals.vert", ":/rgb-normals.frag"); mMeshes.back()->setShaders(":/rgb-normals.vert", ":/rgb-normals.frag");
mMeshes.back()->init(); mMeshes.back()->init();
@ -368,7 +369,7 @@ void ExampleScene::init()
// + UVs required duplicating element position data from QTK_DRAW_ELEMENTS // + UVs required duplicating element position data from QTK_DRAW_ELEMENTS
// + This is because the same position must use different UV coordinates // + This is because the same position must use different UV coordinates
mMeshes.push_back( mMeshes.push_back(
new Qtk::MeshRenderer("uvCubeArraysTest", Cube(QTK_DRAW_ARRAYS))); new MeshRenderer("uvCubeArraysTest", Cube(QTK_DRAW_ARRAYS)));
mMeshes.back()->mTransform.setTranslation(-3.0f, 0.0f, -2.0f); mMeshes.back()->mTransform.setTranslation(-3.0f, 0.0f, -2.0f);
mMeshes.back()->setShaders(":/texture2d.vert", ":/texture2d.frag"); mMeshes.back()->setShaders(":/texture2d.vert", ":/texture2d.frag");
mMeshes.back()->init(); mMeshes.back()->init();
@ -396,7 +397,7 @@ void ExampleScene::init()
// Test drawing a cube with texture coordinates using glDrawElements // Test drawing a cube with texture coordinates using glDrawElements
mMeshes.push_back( mMeshes.push_back(
new Qtk::MeshRenderer("uvCubeElementsTest", Cube(QTK_DRAW_ELEMENTS_NORMALS))); new MeshRenderer("uvCubeElementsTest", Cube(QTK_DRAW_ELEMENTS_NORMALS)));
mMeshes.back()->mTransform.setTranslation(-1.7f, 0.0f, -2.0f); mMeshes.back()->mTransform.setTranslation(-1.7f, 0.0f, -2.0f);
mMeshes.back()->setShaders(":/texture2d.vert", ":/texture2d.frag"); mMeshes.back()->setShaders(":/texture2d.vert", ":/texture2d.frag");
mMeshes.back()->init(); mMeshes.back()->init();
@ -422,7 +423,7 @@ void ExampleScene::init()
// Texturing a cube using a cube map // Texturing a cube using a cube map
// + Cube map texturing works with both QTK_DRAW_ARRAYS and QTK_DRAW_ELEMENTS // + Cube map texturing works with both QTK_DRAW_ARRAYS and QTK_DRAW_ELEMENTS
mMeshes.push_back( mMeshes.push_back(
new Qtk::MeshRenderer("testCubeMap", Cube(QTK_DRAW_ELEMENTS))); new MeshRenderer("testCubeMap", Cube(QTK_DRAW_ELEMENTS)));
mMeshes.back()->mTransform.setTranslation(-3.0f, 1.0f, -2.0f); mMeshes.back()->mTransform.setTranslation(-3.0f, 1.0f, -2.0f);
mMeshes.back()->mTransform.setRotation(45.0f, 0.0f, 1.0f, 0.0f); mMeshes.back()->mTransform.setRotation(45.0f, 0.0f, 1.0f, 0.0f);
mMeshes.back()->setShaders(":/texture-cubemap.vert", ":/texture-cubemap.frag"); mMeshes.back()->setShaders(":/texture-cubemap.vert", ":/texture-cubemap.frag");
@ -449,7 +450,7 @@ void ExampleScene::init()
// Create a cube with custom shaders // Create a cube with custom shaders
// + Apply RGB normals shader and spin the cube for a neat effect // + Apply RGB normals shader and spin the cube for a neat effect
mMeshes.push_back( mMeshes.push_back(
new Qtk::MeshRenderer("rgbNormalsCube", Cube(QTK_DRAW_ARRAYS))); new MeshRenderer("rgbNormalsCube", Cube(QTK_DRAW_ARRAYS)));
mMeshes.back()->mTransform.setTranslation(5.0f, 2.0f, -2.0f); mMeshes.back()->mTransform.setTranslation(5.0f, 2.0f, -2.0f);
mMeshes.back()->setShaders(":/rgb-normals.vert", ":/rgb-normals.frag"); mMeshes.back()->setShaders(":/rgb-normals.vert", ":/rgb-normals.frag");
mMeshes.back()->init(); mMeshes.back()->init();
@ -471,7 +472,7 @@ void ExampleScene::init()
// RGB Normals triangle to show normals are correct with QTK_DRAW_ARRAYS // RGB Normals triangle to show normals are correct with QTK_DRAW_ARRAYS
mMeshes.push_back( mMeshes.push_back(
new Qtk::MeshRenderer("rgbTriangleArraysTest", Triangle(QTK_DRAW_ARRAYS))); new MeshRenderer("rgbTriangleArraysTest", Triangle(QTK_DRAW_ARRAYS)));
mMeshes.back()->mTransform.setTranslation(7.0f, 0.0f, 2.0f); mMeshes.back()->mTransform.setTranslation(7.0f, 0.0f, 2.0f);
mMeshes.back()->setShaders(":/rgb-normals.vert", ":/rgb-normals.frag"); mMeshes.back()->setShaders(":/rgb-normals.vert", ":/rgb-normals.frag");
mMeshes.back()->init(); mMeshes.back()->init();
@ -492,7 +493,7 @@ void ExampleScene::init()
// RGB Normals triangle to show normals are correct with QTK_DRAW_ELEMENTS // RGB Normals triangle to show normals are correct with QTK_DRAW_ELEMENTS
mMeshes.push_back( mMeshes.push_back(
new Qtk::MeshRenderer("rgbTriangleElementsTest", new MeshRenderer("rgbTriangleElementsTest",
Triangle(QTK_DRAW_ELEMENTS_NORMALS))); Triangle(QTK_DRAW_ELEMENTS_NORMALS)));
mMeshes.back()->mTransform.setTranslation(7.0f, 0.0f, 4.0f); mMeshes.back()->mTransform.setTranslation(7.0f, 0.0f, 4.0f);
mMeshes.back()->setShaders(":/rgb-normals.vert", ":/rgb-normals.frag"); mMeshes.back()->setShaders(":/rgb-normals.vert", ":/rgb-normals.frag");
@ -514,7 +515,7 @@ void ExampleScene::init()
// Test drawing triangle with glDrawArrays with texture coordinates // Test drawing triangle with glDrawArrays with texture coordinates
mMeshes.push_back( mMeshes.push_back(
new Qtk::MeshRenderer("testTriangleArraysUV", Triangle(QTK_DRAW_ARRAYS))); new MeshRenderer("testTriangleArraysUV", Triangle(QTK_DRAW_ARRAYS)));
mMeshes.back()->mTransform.setTranslation(-3.0f, 2.0f, -2.0f); mMeshes.back()->mTransform.setTranslation(-3.0f, 2.0f, -2.0f);
mMeshes.back()->setShaders(":/texture2d.vert", ":/texture2d.frag"); mMeshes.back()->setShaders(":/texture2d.vert", ":/texture2d.frag");
mMeshes.back()->init(); mMeshes.back()->init();
@ -542,7 +543,7 @@ void ExampleScene::init()
// Test drawing triangle with glDrawElements with texture coordinates // Test drawing triangle with glDrawElements with texture coordinates
mMeshes.push_back( mMeshes.push_back(
new Qtk::MeshRenderer("testTriangleElementsUV", new MeshRenderer("testTriangleElementsUV",
Triangle(QTK_DRAW_ELEMENTS_NORMALS))); Triangle(QTK_DRAW_ELEMENTS_NORMALS)));
mMeshes.back()->mTransform.setTranslation(-2.5f, 0.0f, -1.0f); mMeshes.back()->mTransform.setTranslation(-2.5f, 0.0f, -1.0f);
mMeshes.back()->setShaders(":/texture2d.vert", ":/texture2d.frag"); mMeshes.back()->setShaders(":/texture2d.vert", ":/texture2d.frag");
@ -574,7 +575,7 @@ void ExampleScene::init()
// Example of a cube with no lighting applied // Example of a cube with no lighting applied
mMeshes.push_back( mMeshes.push_back(
new Qtk::MeshRenderer("noLight", Cube(QTK_DRAW_ELEMENTS))); new MeshRenderer("noLight", Cube(QTK_DRAW_ELEMENTS)));
mMeshes.back()->mTransform.setTranslation(5.0f, 0.0f, -2.0f); mMeshes.back()->mTransform.setTranslation(5.0f, 0.0f, -2.0f);
mMeshes.back()->setShaders(":/solid-perspective.vert", mMeshes.back()->setShaders(":/solid-perspective.vert",
":/solid-perspective.frag"); ":/solid-perspective.frag");
@ -585,24 +586,28 @@ void ExampleScene::init()
// Create objects that represent light sources for lighting examples // Create objects that represent light sources for lighting examples
mMeshes.push_back( mMeshes.push_back(
new Qtk::MeshRenderer("phongLight", Triangle(QTK_DRAW_ELEMENTS))); new MeshRenderer("phongLight", Triangle(QTK_DRAW_ELEMENTS)));
mMeshes.back()->mTransform.setTranslation(3.0f, 2.0f, -2.0f); mMeshes.back()->mTransform.setTranslation(3.0f, 2.0f, -2.0f);
mMeshes.back()->mTransform.scale(0.25f); mMeshes.back()->mTransform.scale(0.25f);
mMeshes.push_back( mMeshes.push_back(
new Qtk::MeshRenderer("diffuseLight", Triangle(QTK_DRAW_ELEMENTS))); new MeshRenderer("diffuseLight", Triangle(QTK_DRAW_ELEMENTS)));
mMeshes.back()->mTransform.setTranslation(9.0f, 2.0f, -2.0f); mMeshes.back()->mTransform.setTranslation(9.0f, 2.0f, -2.0f);
mMeshes.back()->mTransform.scale(0.25f); mMeshes.back()->mTransform.scale(0.25f);
mMeshes.push_back( mMeshes.push_back(
new Qtk::MeshRenderer("specularLight", Triangle(QTK_DRAW_ELEMENTS))); new MeshRenderer("specularLight", Triangle(QTK_DRAW_ELEMENTS)));
mMeshes.back()->mTransform.setTranslation(11.0f, 2.0f, -2.0f); mMeshes.back()->mTransform.setTranslation(11.0f, 2.0f, -2.0f);
mMeshes.back()->mTransform.scale(0.25f); mMeshes.back()->mTransform.scale(0.25f);
} }
void ExampleScene::draw() void Scene::draw()
{ {
Scene::draw(); mSkybox.draw();
for (auto & model : mModels) model->draw();
for (const auto &mesh : mMeshes) mesh->draw();
mTestPhong->mProgram.bind(); mTestPhong->mProgram.bind();
mTestPhong->setUniform("uModelInverseTransposed", mTestPhong->setUniform("uModelInverseTransposed",
@ -611,13 +616,13 @@ void ExampleScene::draw()
"uLightPosition", "uLightPosition",
MeshRenderer::getInstance("phongLight")->mTransform.translation()); MeshRenderer::getInstance("phongLight")->mTransform.translation());
mTestPhong->setUniform("uCameraPosition", mTestPhong->setUniform("uCameraPosition",
ExampleScene::Camera().transform().translation()); Scene::Camera().transform().translation());
mTestPhong->mProgram.release(); mTestPhong->mProgram.release();
mTestPhong->draw(); mTestPhong->draw();
mTestAmbient->mProgram.bind(); mTestAmbient->mProgram.bind();
mTestAmbient->setUniform("uCameraPosition", mTestAmbient->setUniform("uCameraPosition",
ExampleScene::Camera().transform().translation()); Scene::Camera().transform().translation());
mTestAmbient->mProgram.release(); mTestAmbient->mProgram.release();
mTestAmbient->draw(); mTestAmbient->draw();
@ -627,7 +632,7 @@ void ExampleScene::draw()
mTestDiffuse->setUniform( mTestDiffuse->setUniform(
"uLightPosition", "uLightPosition",
MeshRenderer::getInstance("diffuseLight")->mTransform.translation()); MeshRenderer::getInstance("diffuseLight")->mTransform.translation());
mTestDiffuse->setUniform("uCameraPosition", ExampleScene::Camera().transform().translation()); mTestDiffuse->setUniform("uCameraPosition", Scene::Camera().transform().translation());
mTestDiffuse->mProgram.release(); mTestDiffuse->mProgram.release();
mTestDiffuse->draw(); mTestDiffuse->draw();
@ -638,43 +643,43 @@ void ExampleScene::draw()
mTestSpecular->setUniform( mTestSpecular->setUniform(
"uLightPosition", "uLightPosition",
MeshRenderer::getInstance("specularLight")->mTransform.translation()); MeshRenderer::getInstance("specularLight")->mTransform.translation());
mTestSpecular->setUniform("uCameraPosition", ExampleScene::Camera().transform().translation()); mTestSpecular->setUniform("uCameraPosition", Scene::Camera().transform().translation());
mTestSpecular->mProgram.release(); mTestSpecular->mProgram.release();
mTestSpecular->draw(); mTestSpecular->draw();
} }
void ExampleScene::update() void Scene::update()
{ {
auto position = MeshRenderer::getInstance("alienTestLight")->mTransform.translation(); auto position = MeshRenderer::getInstance("alienTestLight")->mTransform.translation();
Model::getInstance("alienTest")->setUniform( Model::getInstance("alienTest")->setUniform(
"uLight.position", position); "uLight.position", position);
Model::getInstance("alienTest")->setUniform( Model::getInstance("alienTest")->setUniform(
"uCameraPosition", ExampleScene::Camera().transform().translation()); "uCameraPosition", Scene::Camera().transform().translation());
auto posMatrix = Model::getInstance("alienTest")->mTransform.toMatrix(); auto posMatrix = Model::getInstance("alienTest")->mTransform.toMatrix();
Model::getInstance("alienTest")->setUniform( Model::getInstance("alienTest")->setUniform(
"uMVP.normalMatrix", posMatrix.normalMatrix()); "uMVP.normalMatrix", posMatrix.normalMatrix());
Model::getInstance("alienTest")->setUniform( Model::getInstance("alienTest")->setUniform(
"uMVP.model", posMatrix); "uMVP.model", posMatrix);
Model::getInstance("alienTest")->setUniform( Model::getInstance("alienTest")->setUniform(
"uMVP.view", ExampleScene::Camera().toMatrix()); "uMVP.view", Scene::Camera().toMatrix());
Model::getInstance("alienTest")->setUniform( Model::getInstance("alienTest")->setUniform(
"uMVP.projection", ExampleScene::Projection()); "uMVP.projection", Scene::Projection());
Model::getInstance("alienTest")->mTransform.rotate(0.75f, 0.0f, 1.0f, 0.0f); Model::getInstance("alienTest")->mTransform.rotate(0.75f, 0.0f, 1.0f, 0.0f);
position = MeshRenderer::getInstance("spartanTestLight")->mTransform.translation(); position = MeshRenderer::getInstance("spartanTestLight")->mTransform.translation();
Model::getInstance("spartanTest")->setUniform( Model::getInstance("spartanTest")->setUniform(
"uLight.position", position); "uLight.position", position);
Model::getInstance("spartanTest")->setUniform( Model::getInstance("spartanTest")->setUniform(
"uCameraPosition", ExampleScene::Camera().transform().translation()); "uCameraPosition", Scene::Camera().transform().translation());
posMatrix = Model::getInstance("spartanTest")->mTransform.toMatrix(); posMatrix = Model::getInstance("spartanTest")->mTransform.toMatrix();
Model::getInstance("spartanTest")->setUniform( Model::getInstance("spartanTest")->setUniform(
"uMVP.normalMatrix", posMatrix.normalMatrix()); "uMVP.normalMatrix", posMatrix.normalMatrix());
Model::getInstance("spartanTest")->setUniform( Model::getInstance("spartanTest")->setUniform(
"uMVP.model", posMatrix); "uMVP.model", posMatrix);
Model::getInstance("spartanTest")->setUniform( Model::getInstance("spartanTest")->setUniform(
"uMVP.view", ExampleScene::Camera().toMatrix()); "uMVP.view", Scene::Camera().toMatrix());
Model::getInstance("spartanTest")->setUniform( Model::getInstance("spartanTest")->setUniform(
"uMVP.projection", ExampleScene::Projection()); "uMVP.projection", Scene::Projection());
Model::getInstance("spartanTest")->mTransform.rotate(0.75f, 0.0f, 1.0f, 0.0f); Model::getInstance("spartanTest")->mTransform.rotate(0.75f, 0.0f, 1.0f, 0.0f);
@ -686,16 +691,16 @@ void ExampleScene::update()
MeshRenderer::getInstance("testPhong")->setUniform( MeshRenderer::getInstance("testPhong")->setUniform(
"uLight.position", position); "uLight.position", position);
MeshRenderer::getInstance("testPhong")->setUniform( MeshRenderer::getInstance("testPhong")->setUniform(
"uCameraPosition", ExampleScene::Camera().transform().translation()); "uCameraPosition", Scene::Camera().transform().translation());
posMatrix = MeshRenderer::getInstance("testPhong")->mTransform.toMatrix(); posMatrix = MeshRenderer::getInstance("testPhong")->mTransform.toMatrix();
MeshRenderer::getInstance("testPhong")->setUniform( MeshRenderer::getInstance("testPhong")->setUniform(
"uMVP.normalMatrix", posMatrix.normalMatrix()); "uMVP.normalMatrix", posMatrix.normalMatrix());
MeshRenderer::getInstance("testPhong")->setUniform( MeshRenderer::getInstance("testPhong")->setUniform(
"uMVP.model", posMatrix); "uMVP.model", posMatrix);
MeshRenderer::getInstance("testPhong")->setUniform( MeshRenderer::getInstance("testPhong")->setUniform(
"uMVP.view", ExampleScene::Camera().toMatrix()); "uMVP.view", Scene::Camera().toMatrix());
MeshRenderer::getInstance("testPhong")->setUniform( MeshRenderer::getInstance("testPhong")->setUniform(
"uMVP.projection", ExampleScene::Projection()); "uMVP.projection", Scene::Projection());
MeshRenderer::getInstance("testPhong")->mProgram.release(); MeshRenderer::getInstance("testPhong")->mProgram.release();
// Rotate lighting example cubes // Rotate lighting example cubes

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@ -6,31 +6,40 @@
## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ## ## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##
##############################################################################*/ ##############################################################################*/
#ifndef QTK_EXAMPLE_SCENE_H #ifndef QTK_SCENE_H
#define QTK_EXAMPLE_SCENE_H #define QTK_SCENE_H
#include <abstractscene.h>
#include <camera3d.h> #include <camera3d.h>
#include <skybox.h> #include <skybox.h>
#include <QMatrix4x4> #include <QMatrix4x4>
class MeshRenderer;
class Model;
class ExampleScene : public Qtk::Scene { class Scene {
public: public:
ExampleScene(); Scene();
~ExampleScene(); ~Scene();
virtual void init(); void init();
virtual void draw() override; void draw();
virtual void update(); void update();
static Camera3D & Camera() { return mCamera;}
static QMatrix4x4 View() { return mCamera.toMatrix();}
static QMatrix4x4 & Projection() { return mProjection;}
private: private:
static Camera3D mCamera;
static QMatrix4x4 mProjection;
Qtk::MeshRenderer * mTestPhong; Skybox mSkybox;
Qtk::MeshRenderer * mTestSpecular; MeshRenderer * mTestPhong;
Qtk::MeshRenderer * mTestDiffuse; MeshRenderer * mTestSpecular;
Qtk::MeshRenderer * mTestAmbient; MeshRenderer * mTestDiffuse;
MeshRenderer * mTestAmbient;
std::vector<MeshRenderer *> mMeshes;
std::vector<Model *> mModels;
}; };
#endif // QTK_EXAMPLE_SCENE_H #endif // QTK_SCENE_H

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@ -6,25 +6,23 @@
## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ## ## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##
##############################################################################*/ ##############################################################################*/
#include <abstractscene.h> #include <scene.h>
#include <skybox.h>
#include <texture.h> #include <texture.h>
using namespace Qtk; #include <skybox.h>
Skybox::Skybox(std::string right, std::string top, std::string front, Skybox::Skybox(std::string right, std::string top, std::string front,
std::string left, std::string bottom, std::string back, std::string left, std::string bottom, std::string back,
const std::string & name) const std::string & name)
: mVBO(QOpenGLBuffer::VertexBuffer), : mCubeMap(Texture::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()), mVertices(Cube(QTK_DRAW_ELEMENTS).vertices()),
mIndices(Cube(QTK_DRAW_ELEMENTS).indices()) mIndices(Cube(QTK_DRAW_ELEMENTS).indices())
{ { init();}
init();
mCubeMap = Texture::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()));
}
Skybox::Skybox(std::string name) Skybox::Skybox(std::string name)
: Skybox(":/right.png", ":/top.png", ":/front.png", : Skybox(":/right.png", ":/top.png", ":/front.png",
@ -89,11 +87,13 @@ void Skybox::init()
mVBO.setUsagePattern(QOpenGLBuffer::StaticDraw); mVBO.setUsagePattern(QOpenGLBuffer::StaticDraw);
mVBO.bind(); mVBO.bind();
// Allocate vertex positions into VBO // Allocate vertex positions into VBO
mVBO.allocate(mVertices.data(), mVertices.size() * sizeof(mVertices[0])); mVBO.allocate(mVertices.data(),
mVertices.size() * sizeof(mVertices[0]));
// Enable attribute array for vertex positions // Enable attribute array for vertex positions
mProgram.enableAttributeArray(0); mProgram.enableAttributeArray(0);
mProgram.setAttributeBuffer(0, GL_FLOAT, 0, 3, sizeof(QVector3D)); mProgram.setAttributeBuffer(0, GL_FLOAT, 0,
3, sizeof(QVector3D));
// Set shader texture unit to 0 // Set shader texture unit to 0
mProgram.setUniformValue("uTexture", 0); mProgram.setUniformValue("uTexture", 0);

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@ -10,42 +10,39 @@
#include <QImage> #include <QImage>
#include <QOpenGLBuffer> #include <QOpenGLBuffer>
#include <QOpenGLFunctions>
#include <QOpenGLShaderProgram> #include <QOpenGLShaderProgram>
#include <QOpenGLTexture> #include <QOpenGLTexture>
#include <QOpenGLVertexArrayObject> #include <QOpenGLVertexArrayObject>
#include <QOpenGLFunctions>
#include <camera3d.h> #include <camera3d.h>
#include <mesh.h> #include <mesh.h>
#include <qtkapi.h>
namespace Qtk { class Skybox : protected QOpenGLFunctions {
class QTKAPI Skybox : protected QOpenGLFunctions { public:
public: // Delegate this constructor to use default skybox images
// Delegate this constructor to use default skybox images // + This allows creating a skybox with no arguments ( auto s = new Skybox; )
// + This allows creating a skybox with no arguments ( auto s = new Skybox; ) explicit Skybox(std::string name="Skybox");
explicit Skybox(std::string name="Skybox"); explicit Skybox(QOpenGLTexture * cubeMap, const std::string & name="Skybox");
explicit Skybox(QOpenGLTexture * cubeMap, const std::string & name="Skybox"); // Constructor, Destructor
// Constructor, Destructor Skybox(std::string right, std::string top, std::string front,
Skybox(std::string right, std::string top, std::string front, std::string left, std::string bottom, std::string back,
std::string left, std::string bottom, std::string back, const std::string & name="Skybox");
const std::string & name="Skybox"); ~Skybox() {}
~Skybox() {}
void draw(); void draw();
private: private:
void init(); void init();
Vertices mVertices; Vertices mVertices;
Indices mIndices; Indices mIndices;
QOpenGLShaderProgram mProgram; QOpenGLShaderProgram mProgram;
QOpenGLVertexArrayObject mVAO; QOpenGLVertexArrayObject mVAO;
QOpenGLBuffer mVBO; QOpenGLBuffer mVBO;
QOpenGLTexture * mCubeMap; QOpenGLTexture * mCubeMap;
}; };
}
#endif // QTK_SKYBOX_H #endif // QTK_SKYBOX_H

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@ -11,7 +11,6 @@
#include <texture.h> #include <texture.h>
using namespace Qtk;
QImage * Texture::initImage(const char * image, bool flipX, bool flipY) QImage * Texture::initImage(const char * image, bool flipX, bool flipY)
{ {

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@ -11,35 +11,32 @@
#include <QOpenGLTexture> #include <QOpenGLTexture>
#include <qtkapi.h>
namespace Qtk { class Texture {
class QTKAPI Texture { public:
public: ~Texture() {}
~Texture() {}
// QImage // QImage
static QImage * initImage(const char * image, static QImage * initImage(const char * image,
bool flipX=false, bool flipY=false); bool flipX=false, bool flipY=false);
// 2D Texture // 2D Texture
static QOpenGLTexture * initTexture2D(const char * texture, static QOpenGLTexture * initTexture2D(const char * texture,
bool flipX=false, bool flipY=false); bool flipX=false, bool flipY=false);
// Cube maps // Cube maps
static QOpenGLTexture * initCubeMap(QImage right, QImage top, static QOpenGLTexture * initCubeMap(QImage right, QImage top,
QImage front, QImage left, QImage front, QImage left,
QImage bottom, QImage back); QImage bottom, QImage back);
// Overloads for cube map initialization // Overloads for cube map initialization
static QOpenGLTexture * initCubeMap(const char * tile); static QOpenGLTexture * initCubeMap(const char * tile);
static QOpenGLTexture * initCubeMap(const char * right, const char * top, static QOpenGLTexture * initCubeMap(const char * right, const char * top,
const char * front, const char * left, const char * front, const char * left,
const char * bottom, const char * back); const char * bottom, const char * back);
private: private:
// Private ctor to prevent creating instances of this class // Private ctor to prevent creating instances of this class
Texture() {} Texture() {}
}; };
}
#endif // QTOPENGL_TEXTURE_H #endif // QTOPENGL_TEXTURE_H

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@ -9,7 +9,6 @@
#include <transform3D.h> #include <transform3D.h>
using namespace Qtk;
const QVector3D Transform3D::LocalForward(0.0f, 0.0f, 1.0f); const QVector3D Transform3D::LocalForward(0.0f, 0.0f, 1.0f);
const QVector3D Transform3D::LocalUp(0.0f, 1.0f, 0.0f); const QVector3D Transform3D::LocalUp(0.0f, 1.0f, 0.0f);
@ -111,41 +110,35 @@ QVector3D Transform3D::right() const
* QT Streams * QT Streams
******************************************************************************/ ******************************************************************************/
namespace Qtk { QDebug operator<<(QDebug dbg, const Transform3D & transform)
#ifndef QT_NO_DEBUG_STREAM {
QDebug operator<<(QDebug dbg, const Transform3D & transform) dbg << "Transform3D\n{\n";
{ dbg << "Position: <" << transform.translation().x() << ", "
dbg << "Transform3D\n{\n"; << transform.translation().y() << ", "
dbg << "Position: <" << transform.translation().x() << ", " << transform.translation().z() << ">\n";
<< transform.translation().y() << ", " dbg << "Scale: <" << transform.scale().x() << ", "
<< transform.translation().z() << ">\n"; << transform.scale().y() << ", "
dbg << "Scale: <" << transform.scale().x() << ", " << transform.scale().z() << ">\n";
<< transform.scale().y() << ", " dbg << "Rotation: <" << transform.rotation().x() << ", "
<< transform.scale().z() << ">\n"; << transform.rotation().y() << ", "
dbg << "Rotation: <" << transform.rotation().x() << ", " << transform.rotation().z() << " | " <<
<< transform.rotation().y() << ", " transform.rotation().scalar() << ">\n}";
<< transform.rotation().z() << " | " << return dbg;
transform.rotation().scalar() << ">\n}";
return dbg;
} }
#endif
#ifndef QT_NO_DATASTREAM QDataStream & operator<<(QDataStream & out, const Transform3D & transform)
QDataStream & operator<<(QDataStream & out, const Transform3D & transform) {
{ out << transform.mTranslation;
out << transform.mTranslation; out << transform.mScale;
out << transform.mScale; out << transform.mRotation;
out << transform.mRotation; return out;
return out; }
}
QDataStream & operator>>(QDataStream & in, Transform3D & transform)
QDataStream & operator>>(QDataStream & in, Transform3D & transform) {
{ in >> transform.mTranslation;
in >> transform.mTranslation; in >> transform.mScale;
in >> transform.mScale; in >> transform.mRotation;
in >> transform.mRotation; transform.m_dirty = true;
transform.m_dirty = true; return in;
return in;
}
#endif
} }

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@ -10,116 +10,108 @@
#ifndef QTK_TRANSFORM3D_H #ifndef QTK_TRANSFORM3D_H
#define QTK_TRANSFORM3D_H #define QTK_TRANSFORM3D_H
#include <QDebug>
#include <QMatrix4x4> #include <QMatrix4x4>
#include <QQuaternion> #include <QQuaternion>
#include <QVector3D> #include <QVector3D>
#ifndef QT_NO_DEBUG_STREAM
#include <QDebug>
#endif
#include <qtkapi.h> class Transform3D
{
public:
// Constructors
inline Transform3D() : m_dirty(true),
mScale(1.0f, 1.0f, 1.0f),
mTranslation(0.0f, 0.0f, 0.0f) { }
namespace Qtk { //
class QTKAPI Transform3D // Transformations
{
public:
// Constructors
inline Transform3D() : m_dirty(true),
mScale(1.0f, 1.0f, 1.0f),
mTranslation(0.0f, 0.0f, 0.0f) { }
// void translate(const QVector3D & dt);
// Transformations inline void translate(float dx, float dy, float dz)
{ translate(QVector3D(dx, dy, dz));}
void translate(const QVector3D & dt); // Scale object with multiplication
inline void translate(float dx, float dy, float dz) void scale(const QVector3D & ds);
{ translate(QVector3D(dx, dy, dz));} inline void scale(float dx, float dy, float dz)
{ scale(QVector3D(dx, dy, dz));}
inline void scale(float factor)
{ scale(QVector3D(factor, factor, factor));}
// Scale object with multiplication // Multiplying by a rotation
void scale(const QVector3D & ds); void rotate(const QQuaternion & dr);
inline void scale(float dx, float dy, float dz) inline void rotate(float angle, const QVector3D & axis)
{ scale(QVector3D(dx, dy, dz));} { rotate(QQuaternion::fromAxisAndAngle(axis, angle));}
inline void scale(float factor) inline void rotate(float angle, float ax, float ay, float az)
{ scale(QVector3D(factor, factor, factor));} { rotate(QQuaternion::fromAxisAndAngle(ax, ay, az, angle));}
// Multiplying by a rotation // Scale object by addition
void rotate(const QQuaternion & dr); void grow(const QVector3D & ds);
inline void rotate(float angle, const QVector3D & axis) inline void grow(float dx, float dy, float dz)
{ rotate(QQuaternion::fromAxisAndAngle(axis, angle));} { grow(QVector3D(dx, dy, dz));}
inline void rotate(float angle, float ax, float ay, float az) inline void grow(float factor)
{ rotate(QQuaternion::fromAxisAndAngle(ax, ay, az, angle));} { grow(QVector3D(factor, factor, factor));}
// Scale object by addition //
void grow(const QVector3D & ds); // Setters
inline void grow(float dx, float dy, float dz)
{ grow(QVector3D(dx, dy, dz));}
inline void grow(float factor)
{ grow(QVector3D(factor, factor, factor));}
// // Set object position
// Setters void setTranslation(const QVector3D & t);
inline void setTranslation(float x, float y, float z)
{ setTranslation(QVector3D(x, y, z));}
// Set object position // Set object scale
void setTranslation(const QVector3D & t); void setScale(const QVector3D & s);
inline void setTranslation(float x, float y, float z) inline void setScale(float x, float y, float z)
{ setTranslation(QVector3D(x, y, z));} { setScale(QVector3D(x, y, z));}
inline void setScale(float k)
{ setScale(QVector3D(k, k, k));}
// Set object scale // Set object rotation
void setScale(const QVector3D & s); void setRotation(const QQuaternion & r);
inline void setScale(float x, float y, float z) inline void setRotation(float angle, const QVector3D & axis)
{ setScale(QVector3D(x, y, z));} { setRotation(QQuaternion::fromAxisAndAngle(axis, angle));}
inline void setScale(float k) inline void setRotation(float angle, float ax, float ay, float az)
{ setScale(QVector3D(k, k, k));} { setRotation(QQuaternion::fromAxisAndAngle(ax, ay, az, angle));}
// Set object rotation //
void setRotation(const QQuaternion & r); // Accessors
inline void setRotation(float angle, const QVector3D & axis)
{ setRotation(QQuaternion::fromAxisAndAngle(axis, angle));}
inline void setRotation(float angle, float ax, float ay, float az)
{ setRotation(QQuaternion::fromAxisAndAngle(ax, ay, az, angle));}
// inline const QVector3D & translation() const { return mTranslation;}
// Accessors inline const QVector3D & scale() const { return mScale; }
inline const QQuaternion & rotation() const { return mRotation; }
const QMatrix4x4 & toMatrix();
inline const QVector3D & translation() const { return mTranslation;} QVector3D forward() const;
inline const QVector3D & scale() const { return mScale; } QVector3D up() const;
inline const QQuaternion & rotation() const { return mRotation; } QVector3D right() const;
const QMatrix4x4 & toMatrix();
QVector3D forward() const; static const QVector3D LocalForward, LocalUp, LocalRight;
QVector3D up() const;
QVector3D right() const;
static const QVector3D LocalForward, LocalUp, LocalRight; private:
QVector3D mTranslation;
private: QQuaternion mRotation;
QVector3D mTranslation; QVector3D mScale;
QQuaternion mRotation; QMatrix4x4 mWorld;
QVector3D mScale;
QMatrix4x4 mWorld;
bool m_dirty;
bool m_dirty;
#ifndef QT_NO_DATASTREAM #ifndef QT_NO_DATASTREAM
friend QDataStream &operator<<(QDataStream & out, const Transform3D & transform); friend QDataStream &operator<<(QDataStream & out, const Transform3D & transform);
friend QDataStream &operator>>(QDataStream & in, Transform3D & transform); friend QDataStream &operator>>(QDataStream & in, Transform3D & transform);
#endif #endif
}; };
Q_DECLARE_TYPEINFO(Transform3D, Q_MOVABLE_TYPE);
// Qt Streams // Qt Streams
#ifndef QT_NO_DEBUG_STREAM #ifndef QT_NO_DEBUG_STREAM
QDebug operator<<(QDebug dbg, const Transform3D & transform); QDebug operator<<(QDebug dbg, const Transform3D & transform);
#endif #endif
#ifndef QT_NO_DATASTREAM #ifndef QT_NO_DATASTREAM
QDataStream &operator<<(QDataStream & out, const Transform3D & transform); QDataStream &operator<<(QDataStream & out, const Transform3D & transform);
QDataStream &operator>>(QDataStream & in, Transform3D & transform); QDataStream &operator>>(QDataStream & in, Transform3D & transform);
#endif #endif
}
Q_DECLARE_TYPEINFO(Qtk::Transform3D, Q_MOVABLE_TYPE);
#endif // QTK_TRANSFORM3D_H #endif // QTK_TRANSFORM3D_H