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README.md
@ -3,45 +3,59 @@
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[](https://github.com/shaunrd0/qtk/actions/workflows/all-builds.yml)
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[](https://github.com/shaunrd0/qtk/actions/workflows/linting.yml)
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Qtk is a Qt OpenGL graphics library created primarily for my own learning
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purposes. The library wraps some QOpenGL functionality in convenience classes
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Qtk is a Qt OpenGL graphics library that wraps some QOpenGL functionality in convenience classes
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that allow rendering geometry in 2D and 3D using custom GLSL shader programs.
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The Qtk desktop application provides a model loader using [Assimp](https://assimp.org/) within a Qt widget application.
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You can fly around the scene using WASD while holding down the right mouse button.
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Object names can be double-clicked in the tree view panel for quick camera navigation.
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Properties of the object, like shader code and translation / scale, can be viewed and modified in the side panel.
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All side panels and toolbars are dockable widgets that can be popped out
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and reorganized as needed. Panels can also be stacked to create a docked widget with
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tabs. The central widget that provides the camera view into the scene cannot be
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detached from the main window in this way.
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The small triangles floating near 3D models represent the light source being used for the shader.
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These appear on models using phong, specular, and diffuse lighting techniques.
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The default scene contains basic examples like texture mapping to make a crate from basic cube geometry
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Examples of Ambient, Diffuse, and Specular GLSL shaders.
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| Ambient | Diffuse | Specular |
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|-------------------------------------------------------|-------------------------------------------------------|--------------------------------------------------------|
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| <img src="resources/screenshots/screen-ambient.png"/> | <img src="resources/screenshots/screen-diffuse.png"/> | <img src="resources/screenshots/screen-specular.png"/> |
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And more advanced techniques like Phong lighting (ambient + diffuse + specular) and normal mapping.
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| Normal Mapping Disabled | Normal Mapping Enabled |
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|------------------------------------------------------|--------------------------------------------------------|
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| <img src="resources/screenshots/spartan-phong.png"/> | <img src="resources/screenshots/spartan-normals.png"/> |
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See the `View` toolbar menu to enable debug console widgets for open scenes or reopen previously closed panels.
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Key features that are planned:
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- [x] Runtime loading of `.obj` or similar 3D models.
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- [x] Drag-and-drop interaction for adding objects to the scene.
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- [x] Shader / object properties panel to modify related settings.
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- [ ] Runtime reloading of modified GLSL shaders attached to objects within scenes.
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- [ ] Multiple views of a scene at one time.
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- [ ] Camera control modes such as panning, orbiting, or following objects.
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- [ ] Save / load for scene data. The current inheritance model is temporary.
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- [ ] Basic text editor for quickly modifying shaders attached to objects.
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- [ ] Shader / object properties panel to modify related settings.
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- [ ] Reduce size of application resources and git references.
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Spartan with no normals -
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Spartan with normals -
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Object names can be double-clicked in the tree view panel for quick camera
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navigation. All side panels and toolbars are dockable widgets that can be popped out
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and reorganized as needed. Panels can also be stacked to create a docked widget with
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tabs. The central widget that provides the camera view into the scene cannot be
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detached from the main window in this way. See the `View` menu to enable debug
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console widgets for open scenes or reopen previously closed panels.
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The small triangles floating near 3D models represent the light source being used for the shader.
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These appear on models using phong, specular, and diffuse lighting techniques.
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For examples of using the Qtk API, see the `example-app` project in the root of
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this repository.
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@ -46,8 +46,8 @@
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<file alias="solid-phong.vert">shaders/vertex/solid-phong.vert</file>
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<file alias="model-basic.frag">shaders/fragment/model-basic.frag</file>
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<file alias="model-basic.vert">shaders/vertex/model-basic.vert</file>
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<file alias="model-specular.frag">shaders/fragment/model-specular.frag</file>
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<file alias="model-specular.vert">shaders/vertex/model-specular.vert</file>
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<file alias="model-phong.frag">shaders/fragment/model-phong.frag</file>
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<file alias="model-phong.vert">shaders/vertex/model-phong.vert</file>
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<file alias="model-normals.frag">shaders/fragment/model-normals.frag</file>
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<file alias="model-normals.vert">shaders/vertex/model-normals.vert</file>
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<file alias="skybox.frag">skybox/skybox.frag</file>
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|
Before Width: | Height: | Size: 316 KiB |
Before Width: | Height: | Size: 30 KiB After Width: | Height: | Size: 30 KiB |
Before Width: | Height: | Size: 89 KiB After Width: | Height: | Size: 89 KiB |
Before Width: | Height: | Size: 263 KiB After Width: | Height: | Size: 263 KiB |
BIN
resources/screenshots/screen-1.png
Normal file
After Width: | Height: | Size: 428 KiB |
BIN
resources/screenshots/screen-ambient.png
Normal file
After Width: | Height: | Size: 205 KiB |
BIN
resources/screenshots/screen-diffuse.png
Normal file
After Width: | Height: | Size: 188 KiB |
BIN
resources/screenshots/screen-phong.png
Normal file
After Width: | Height: | Size: 264 KiB |
BIN
resources/screenshots/screen-specular.png
Normal file
After Width: | Height: | Size: 176 KiB |
BIN
resources/screenshots/screen-texture.png
Normal file
After Width: | Height: | Size: 288 KiB |
BIN
resources/screenshots/screen.png
Normal file
After Width: | Height: | Size: 437 KiB |
BIN
resources/screenshots/spartan-normals.png
Normal file
After Width: | Height: | Size: 359 KiB |
BIN
resources/screenshots/spartan-phong.png
Normal file
After Width: | Height: | Size: 349 KiB |
Before Width: | Height: | Size: 660 KiB |
Before Width: | Height: | Size: 646 KiB |
@ -9,8 +9,6 @@
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#include "qtkmainwindow.h"
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#include "ui_qtkmainwindow.h"
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MainWindow * MainWindow::mainWindow_ = Q_NULLPTR;
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/*******************************************************************************
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* Constructors / Destructors
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******************************************************************************/
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@ -27,6 +25,10 @@ MainWindow::MainWindow(QWidget * parent) : QMainWindow(parent)
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// Initialize static container for all active QtkWidgets
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auto qtkWidgets = findChildren<Qtk::QtkWidget *>();
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for (auto & qtkWidget : qtkWidgets) {
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// NOTE: Set a temporary scene for the widget to use for initialization.
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// This should be replaced by loading a scene, or creating a new (unsaved)
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// scene when Qtk is opened.
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qtkWidget->setScene(new EmptyScene);
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views_.emplace(qtkWidget->getScene()->getSceneName(), qtkWidget);
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// Add GUI 'view' toolbar option to show debug console.
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@ -36,8 +38,7 @@ MainWindow::MainWindow(QWidget * parent) : QMainWindow(parent)
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&Qtk::Scene::sceneUpdated,
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this,
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&MainWindow::refreshScene);
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connect(qtkWidget,
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&Qtk::QtkWidget::objectFocusChanged,
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connect(qtkWidget, &Qtk::QtkWidget::objectFocusChanged,
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ui_->qtk__ToolBox,
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&Qtk::ToolBox::updateFocus);
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}
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@ -70,10 +71,8 @@ MainWindow::~MainWindow()
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MainWindow * MainWindow::getMainWindow()
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{
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if (mainWindow_ == Q_NULLPTR) {
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mainWindow_ = new MainWindow;
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}
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return mainWindow_;
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static MainWindow window;
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return &window;
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}
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Qtk::QtkWidget * MainWindow::getQtkWidget(int64_t index)
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@ -22,6 +22,38 @@ namespace Ui
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class MainWindow;
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}
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/**
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* An empty scene used for initializing all QtkWidgets within the MainWindow.
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* This serves as a temporary placeholder for QtkScene (for example), which is
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* defined in the separate qtk_gui target. The reason for this separation is to
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* support the use of QtkWidgets (the qtk_plugins target) within the Qt Designer
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* application without implementations provided in the Qtk Desktop Application.
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*
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* For the Qtk application, this should be replaced by loading the previous
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* scene or creating a new _unsaved_ scene when the application is opened.
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* Currently we have essentially hard-coded QtkScene to use as examples for
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* testing the application. This means that the only way to create or modify a
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* scene is to write code. Any modifications made in the application, such as
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* moving or resizing objects, will not persist and cannot be saved.
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*
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* For users of Qtk Designer Plugins, this means that installing
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* the `qtk_plugins` target to Qt Designer allows use all of the designer's
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* features to build an interface and position or resize a QtkWidget as needed.
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* The QtkWidget also appears as widget in the IDE's toolbars and can be added
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* to any new application easily, once the plugins are installed.
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*
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* Once the application is designed, you can define a custom scene and use the
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* Qtk API or Qt OpenGL funtions directly to render to it.
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*
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* Any application using a QtkWidget can set a custom scene in their main
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* function. See the MainWindow::MainWindow constructor as an example.
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*/
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class EmptyScene : public Qtk::Scene {
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void init() override {
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setSceneName("Empty Scene");
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}
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};
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/**
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* MainWindow class to provide an example of using a QtkWidget within a Qt
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* window application.
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@ -82,7 +114,6 @@ class MainWindow : public QMainWindow
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MainWindow(const MainWindow &) {};
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Ui::MainWindow * ui_ {};
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static MainWindow * mainWindow_;
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/**
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* Maps a scene name to the QtkWidget viewing it.
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@ -114,7 +114,7 @@ void QtkScene::init()
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// Simple cube lighting examples.
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/* Phong lighting example on a basic cube. */
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mTestPhong = new Qtk::MeshRenderer("phong", Qtk::Cube());
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mTestPhong = addObject(new Qtk::MeshRenderer("phongCube", Qtk::Cube()));
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mTestPhong->getTransform().setTranslation(3.0f, 0.0f, -2.0f);
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// NOTE: You no longer need to manually bind shader program to set uniforms.
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// + You can still bind it if you want to for performance reasons.
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@ -152,7 +152,7 @@ void QtkScene::init()
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// No light source needed for this lighting technique
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/* Initialize Ambient example cube */
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mTestAmbient = new Qtk::MeshRenderer("ambient", Cube());
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mTestAmbient = addObject(new Qtk::MeshRenderer("ambientCube", Cube()));
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mTestAmbient->getTransform().setTranslation(7.0f, 0.0f, -2.0f);
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mTestAmbient->setShaders(":/shaders/solid-ambient.vert",
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":/shaders/solid-ambient.frag");
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@ -164,7 +164,7 @@ void QtkScene::init()
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// No light source needed for this lighting technique
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/* Initialize Diffuse example cube */
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mTestDiffuse = new Qtk::MeshRenderer("diffuse", Cube());
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mTestDiffuse = addObject(new Qtk::MeshRenderer("diffuseCube", Cube()));
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mTestDiffuse->getTransform().setTranslation(9.0f, 0.0f, -2.0f);
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mTestDiffuse->setShaders(":/shaders/solid-diffuse.vert",
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":/shaders/solid-diffuse.frag");
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@ -180,7 +180,7 @@ void QtkScene::init()
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mesh->getTransform().scale(0.25f);
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/* Initialize Specular example cube */
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mTestSpecular = new Qtk::MeshRenderer("specular", Cube());
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mTestSpecular = addObject(new Qtk::MeshRenderer("specularCube", Cube()));
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mTestSpecular->getTransform().setTranslation(11.0f, 0.0f, -2.0f);
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mTestSpecular->setShaders(":/shaders/solid-specular.vert",
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":/shaders/solid-specular.frag");
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@ -233,8 +233,8 @@ void QtkScene::init()
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/* Test alien Model with phong lighting and specular mapping. */
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model = addObject(new Qtk::Model("alienTest",
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":/models/models/alien-hominid/alien.obj",
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":/shaders/model-specular.vert",
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":/shaders/model-specular.frag"));
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":/shaders/model-phong.vert",
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":/shaders/model-phong.frag"));
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model->getTransform().setTranslation(3.0f, -1.0f, 10.0f);
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model->getTransform().scale(0.15f);
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model->setUniform("uMaterial.ambient", QVector3D(1.0f, 1.0f, 1.0f));
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@ -242,7 +242,7 @@ void QtkScene::init()
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model->setUniform("uMaterial.specular", QVector3D(1.0f, 1.0f, 1.0f));
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model->setUniform("uMaterial.ambientStrength", 0.8f);
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model->setUniform("uMaterial.diffuseStrength", 0.8f);
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model->setUniform("uMaterial.specularStrength", 1.0f);
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model->setUniform("uMaterial.specularStrength", 0.5f);
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model->setUniform("uMaterial.shine", 32.0f);
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model->setUniform("uLight.ambient", QVector3D(1.0f, 1.0f, 1.0f));
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@ -260,8 +260,8 @@ void QtkScene::init()
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/* Test spartan Model with phong lighting, specular and normal mapping. */
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model = addObject(new Qtk::Model("spartanTest",
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":/models/models/spartan/spartan.obj",
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":/shaders/model-normals.vert",
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":/shaders/model-normals.frag"));
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":/shaders/model-phong.vert",
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":/shaders/model-phong.frag"));
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model->getTransform().setTranslation(0.0f, -1.0f, 10.0f);
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model->getTransform().scale(2.0f);
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model->setUniform("uMaterial.ambient", QVector3D(1.0f, 1.0f, 1.0f));
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@ -41,36 +41,33 @@ void Qtk::TreeView::updateView(const Qtk::Scene * scene)
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mSceneName = scene->getSceneName();
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auto objects = scene->getObjects();
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for (const auto & object : objects) {
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auto item =
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new QTreeWidgetItem(QStringList(QString(object->getName().c_str())));
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ui->treeWidget->insertTopLevelItem(0, item);
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QStringList list(QStringList(QString(object->getName().c_str())));
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ui->treeWidget->insertTopLevelItem(0, new QTreeWidgetItem(list));
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}
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}
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void Qtk::TreeView::itemFocus(QTreeWidgetItem * item, int column)
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{
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QString name = item->text(column);
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const QString & name = item->text(column);
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auto scene = MainWindow::getMainWindow()->getQtkWidget()->getScene();
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auto & transform = Qtk::Scene::getCamera().getTransform();
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auto object = scene->getObject(name);
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Transform3D * objectTransform;
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// If the object is a mesh or model, focus the camera on it.
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if (object == Q_NULLPTR) {
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qDebug() << "Attempt to get non-existing object with name '" << name
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<< "'\n";
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} else if (object->getType() == Object::QTK_MESH) {
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objectTransform = &dynamic_cast<MeshRenderer *>(object)->getTransform();
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} else if (object->getType() == Object::QTK_MODEL) {
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objectTransform = &dynamic_cast<Model *>(object)->getTransform();
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return;
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}
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auto focusScale = objectTransform->getScale();
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const Transform3D& objectTransform = object->getTransform();
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auto & camera_transform = Qtk::Scene::getCamera().getTransform();
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auto focusScale = objectTransform.getScale();
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float width = focusScale.x() / 2.0f;
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float height = focusScale.y() / 2.0f;
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QVector3D pos = objectTransform->getTranslation();
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QVector3D pos = objectTransform.getTranslation();
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// pos.setX(pos.x() + width);
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pos.setY(pos.y() + height);
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transform.setTranslation(pos);
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transform.translate(0.0f, 0.0f, 3.0f);
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camera_transform.setTranslation(pos);
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camera_transform.translate(0.0f, 0.0f, 3.0f);
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// Emit signal from qtk widget for new object focus. Triggers GUI updates.
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emit MainWindow::getMainWindow() -> getQtkWidget()->objectFocusChanged(name);
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@ -111,6 +111,11 @@ namespace Qtk
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return mTransform;
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}
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[[nodiscard]] inline virtual Transform3D & getTransform()
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{
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return mTransform;
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}
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[[nodiscard]] inline virtual std::string getVertexShader() const
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{
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return "Base Object has no vertex shader.";
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|
@ -118,11 +118,9 @@ void Scene::setSkybox(Skybox * skybox)
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void Scene::initSceneObjectName(Object * object)
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{
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if (!mObjectCount.count(object->getName())) {
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mObjectCount[object->getName()] = 1;
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} else {
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mObjectCount[object->getName()]++;
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}
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mObjectCount[object->getName()] = mObjectCount.count(object->getName()) + 1;
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// If the object exists make it's name unique.
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auto count = mObjectCount[object->getName()];
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if (count > 1) {
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object->setName(object->getName() + " (" + std::to_string(count) + ")");
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