drag-and-drop #14
|
@ -8,7 +8,7 @@ on:
|
|||
jobs:
|
||||
Qtk:
|
||||
env:
|
||||
CONFIG: -DQTK_SUBMODULES=ON -DQTK_DEBUG=OFF -DQTK_CCACHE=OFF -DQTK_GUI=ON -DQTK_LIBRARY=ON -DQTK_PLUGINS=OFF -DQTK_EXAMPLE=ON
|
||||
CONFIG: -DQTK_SUBMODULES=ON -DQTK_DEBUG=OFF -DQTK_CCACHE=OFF -DQTK_GUI=ON -DQTK_PLUGINS=OFF -DQTK_EXAMPLE=ON
|
||||
strategy:
|
||||
fail-fast: false
|
||||
matrix:
|
||||
|
@ -138,7 +138,7 @@ jobs:
|
|||
|
||||
Qtk-Library:
|
||||
env:
|
||||
CONFIG: -DQTK_SUBMODULES=ON -DQTK_DEBUG=OFF -DQTK_CCACHE=OFF -DQTK_GUI=OFF -DQTK_LIBRARY=ON -DQTK_PLUGINS=OFF -DQTK_EXAMPLE=OFF
|
||||
CONFIG: -DQTK_SUBMODULES=ON -DQTK_DEBUG=OFF -DQTK_CCACHE=OFF -DQTK_GUI=OFF -DQTK_PLUGINS=OFF -DQTK_EXAMPLE=OFF
|
||||
strategy:
|
||||
fail-fast: false
|
||||
matrix:
|
||||
|
@ -176,7 +176,7 @@ jobs:
|
|||
- name: Build Qtk Library (Windows)
|
||||
if: matrix.os == 'windows-latest'
|
||||
shell: bash
|
||||
run: cmake --build build/ --config Release
|
||||
run: cmake --build build/ --config Release --target qtk_library
|
||||
|
||||
# OSX / Linux
|
||||
|
||||
|
@ -254,7 +254,7 @@ jobs:
|
|||
|
||||
Qtk-Plugins:
|
||||
env:
|
||||
CONFIG: -DQTK_SUBMODULES=ON -DQTK_DEBUG=OFF -DQTK_CCACHE=OFF -DQTK_GUI=OFF -DQTK_LIBRARY=OFF -DQTK_PLUGINS=ON -DQTK_EXAMPLE=OFF
|
||||
CONFIG: -DQTK_SUBMODULES=ON -DQTK_DEBUG=OFF -DQTK_CCACHE=OFF -DQTK_GUI=OFF -DQTK_PLUGINS=ON -DQTK_EXAMPLE=OFF
|
||||
strategy:
|
||||
fail-fast: false
|
||||
matrix:
|
||||
|
|
|
@ -21,8 +21,8 @@ jobs:
|
|||
|
||||
- name: Build Qtk
|
||||
run: |
|
||||
cmake -B build -DQTK_UPDATE_SUBMODULES=OFF -DQTK_ENABLE_CCACHE=OFF
|
||||
cmake --build build
|
||||
cmake -B build -DQTK_SUBMODULES=OFF -DQTK_CCACHE=OFF -DQTK_PLUGINS=OFF -DQTK_GUI=ON
|
||||
cmake --build build --target qtk_gui -- -j $(nproc)
|
||||
|
||||
- uses: cpp-linter/cpp-linter-action@v2
|
||||
id: linter
|
||||
|
|
|
@ -241,7 +241,7 @@ Last we need to run `clang-format`, this can be done with the command directly.
|
|||
This will reformat all the code in the repository.
|
||||
|
||||
```bash
|
||||
clang-format -i --style=file:.clang-format src/*.cpp src/*.h app/*.cpp app/*.h
|
||||
clang-format -i --style=file:.clang-format src/app/*.cpp src/app/*.h src/qtk/*.cpp src/qtk/*.h example-app/*.cpp example-app/*.h
|
||||
```
|
||||
|
||||
`clang-format` can be run with git integration (or CLion if you prefer).
|
||||
|
|
|
@ -11,7 +11,7 @@
|
|||
|
||||
using namespace Qtk;
|
||||
|
||||
ExampleScene::ExampleScene(Qtk::Scene *scene) : Qtk::SceneInterface(scene) {
|
||||
ExampleScene::ExampleScene(Qtk::Scene * scene) : Qtk::SceneInterface(scene) {
|
||||
setSceneName("Example Scene");
|
||||
getCamera().getTransform().setTranslation(-8.0f, 0.0f, 10.0f);
|
||||
getCamera().getTransform().setRotation(-5.0f, 0.0f, 1.0f, 0.0f);
|
||||
|
@ -24,8 +24,8 @@ void ExampleScene::init() {
|
|||
setSkybox(skybox);
|
||||
|
||||
auto spartan = new Model(
|
||||
"spartan", std::string(QTK_EXAMPLE_SOURCE_DIR) +
|
||||
"/../resources/models/spartan/spartan.obj");
|
||||
"spartan", std::string(QTK_EXAMPLE_SOURCE_DIR)
|
||||
+ "/../resources/models/spartan/spartan.obj");
|
||||
addObject(spartan);
|
||||
spartan->getTransform().setTranslation(-4.0f, 0.0f, 0.0f);
|
||||
|
||||
|
|
|
@ -49,9 +49,9 @@ namespace Qtk {
|
|||
* @param fragmentShader Optional path to custom fragment shader.
|
||||
*/
|
||||
inline Model(
|
||||
const char *name, const char *path,
|
||||
const char *vertexShader = ":/shaders/model-basic.vert",
|
||||
const char *fragmentShader = ":/shaders/model-basic.frag") :
|
||||
const char * name, const char * path,
|
||||
const char * vertexShader = ":/shaders/model-basic.vert",
|
||||
const char * fragmentShader = ":/shaders/model-basic.frag") :
|
||||
Object(name, QTK_MODEL),
|
||||
mModelPath(path), mVertexShader(vertexShader),
|
||||
mFragmentShader(fragmentShader) {
|
||||
|
@ -62,7 +62,8 @@ namespace Qtk {
|
|||
std::string name, std::string path,
|
||||
std::string vertexShader = ":/shaders/model-basic.vert",
|
||||
std::string fragmentShader = ":/shaders/model-basic.frag") :
|
||||
Model(name.c_str(), path.c_str(), vertexShader.c_str(),
|
||||
Model(
|
||||
name.c_str(), path.c_str(), vertexShader.c_str(),
|
||||
fragmentShader.c_str()) {}
|
||||
|
||||
inline ~Model() override { mManager.remove(getName().c_str()); }
|
||||
|
@ -81,7 +82,7 @@ namespace Qtk {
|
|||
*
|
||||
* @param shader Shader program to use to draw the model.
|
||||
*/
|
||||
void draw(QOpenGLShaderProgram &shader);
|
||||
void draw(QOpenGLShaderProgram & shader);
|
||||
|
||||
/**
|
||||
* Flip a texture associated with this model
|
||||
|
@ -91,7 +92,7 @@ namespace Qtk {
|
|||
* @param flipY Flip the texture along the Y axis
|
||||
*/
|
||||
void flipTexture(
|
||||
const std::string &fileName, bool flipX = false, bool flipY = true);
|
||||
const std::string & fileName, bool flipX = false, bool flipY = true);
|
||||
|
||||
/*************************************************************************
|
||||
* Setters
|
||||
|
@ -104,9 +105,9 @@ namespace Qtk {
|
|||
* @param location The uniform location
|
||||
* @param value The value to assign to the uniform
|
||||
*/
|
||||
template<typename T>
|
||||
inline void setUniform(const char *location, T value) {
|
||||
for (auto &mesh: mMeshes) {
|
||||
template <typename T>
|
||||
inline void setUniform(const char * location, T value) {
|
||||
for(auto & mesh : mMeshes) {
|
||||
mesh.mProgram->bind();
|
||||
mesh.mProgram->setUniformValue(location, value);
|
||||
mesh.mProgram->release();
|
||||
|
@ -124,12 +125,12 @@ namespace Qtk {
|
|||
* @param name The name of the model to load as it was constructed.
|
||||
* @return Pointer to the model stored within the scene.
|
||||
*/
|
||||
[[nodiscard]] static Model *getInstance(const char *name);
|
||||
[[nodiscard]] static Model * getInstance(const char * name);
|
||||
|
||||
/**
|
||||
* @return Transform3D attached to this Model.
|
||||
*/
|
||||
inline Transform3D &getTransform() { return mTransform; }
|
||||
inline Transform3D & getTransform() { return mTransform; }
|
||||
|
||||
private:
|
||||
/*************************************************************************
|
||||
|
@ -148,7 +149,7 @@ namespace Qtk {
|
|||
* @param path Absolute path to a model in .obj or another format accepted
|
||||
* by assimp.
|
||||
*/
|
||||
void loadModel(const std::string &path);
|
||||
void loadModel(const std::string & path);
|
||||
|
||||
/**
|
||||
* Process a node in the model's geometry using Assimp.
|
||||
|
@ -156,7 +157,7 @@ namespace Qtk {
|
|||
* @param node The Assimp node to process.
|
||||
* @param scene The Assimp scene for the loaded model.
|
||||
*/
|
||||
void processNode(aiNode *node, const aiScene *scene);
|
||||
void processNode(aiNode * node, const aiScene * scene);
|
||||
|
||||
/**
|
||||
* Process a mesh within a node using Assimp.
|
||||
|
@ -165,7 +166,7 @@ namespace Qtk {
|
|||
* @param scene The Assimp scene for the loaded model.
|
||||
* @return
|
||||
*/
|
||||
ModelMesh processMesh(aiMesh *mesh, const aiScene *scene);
|
||||
ModelMesh processMesh(aiMesh * mesh, const aiScene * scene);
|
||||
|
||||
/**
|
||||
* Load a collection of material texture using Assimp.
|
||||
|
@ -180,7 +181,7 @@ namespace Qtk {
|
|||
* @return Collection of all textures for a single ModelMesh.
|
||||
*/
|
||||
ModelMesh::Textures loadMaterialTextures(
|
||||
aiMaterial *mat, aiTextureType type, const std::string &typeName);
|
||||
aiMaterial * mat, aiTextureType type, const std::string & typeName);
|
||||
|
||||
/**
|
||||
* Sorts each mesh in the Model based on distance from the camera.
|
||||
|
@ -198,11 +199,11 @@ namespace Qtk {
|
|||
static ModelManager mManager;
|
||||
|
||||
/** Container to store N loaded textures for this model. */
|
||||
ModelMesh::Textures mTexturesLoaded{};
|
||||
ModelMesh::Textures mTexturesLoaded {};
|
||||
/** Container to store N loaded meshes for this model. */
|
||||
std::vector<ModelMesh> mMeshes{};
|
||||
std::vector<ModelMesh> mMeshes {};
|
||||
/** The directory this model and it's textures are stored. */
|
||||
std::string mDirectory{};
|
||||
std::string mDirectory {};
|
||||
/** File names for shaders and 3D model on disk. */
|
||||
std::string mVertexShader, mFragmentShader, mModelPath;
|
||||
};
|
||||
|
|
Loading…
Reference in New Issue