/*############################################################################## ## 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 #include #include #include #include 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); init(); } Scene::~Scene() { delete mTestPhong; delete mTestSpecular; delete mTestDiffuse; delete mTestAmbient; for (auto & mesh : mMeshes) delete mesh; for (auto & model : mModels) delete model; } /******************************************************************************* * Public Member Functions ******************************************************************************/ void Scene::init() { // Initialize Phong example cube mTestPhong = new MeshRenderer("phong", Cube()); mTestPhong->mTransform.setTranslation(3.0f, 0.0f, -2.0f); mTestPhong->setShaders(":/solid-phong.vert", ":/solid-phong.frag"); mTestPhong->init(); mTestPhong->mProgram.bind(); mTestPhong->setUniform("uColor", QVector3D(0.0f, 0.25f, 0.0f)); mTestPhong->setUniform("uLightColor", QVector3D(1.0f, 1.0f, 1.0f)); mTestPhong->setUniform("uAmbientStrength", 0.2f); mTestPhong->setUniform("uSpecularStrength", 0.50f); mTestPhong->setUniform("uSpecularShine", 256); mTestPhong->mVAO.bind(); mTestPhong->mNBO.create(); mTestPhong->mNBO.setUsagePattern(QOpenGLBuffer::StaticDraw); mTestPhong->mNBO.bind(); mTestPhong->mNBO.allocate(mTestPhong->normals().data(), mTestPhong->normals().size() * sizeof(mTestPhong->normals()[0])); mTestPhong->mProgram.enableAttributeArray(1); mTestPhong->mProgram.setAttributeBuffer(1, GL_FLOAT, 0, 3, sizeof(QVector3D)); mTestPhong->mNBO.release(); mTestPhong->mVAO.release(); mTestPhong->mProgram.release(); // Initialize Ambient example cube mTestAmbient = new MeshRenderer("ambient", Cube()); mTestAmbient->mTransform.setTranslation(7.0f, 0.0f, -2.0f); mTestAmbient->setShaders(":/solid-ambient.vert", ":/solid-ambient.frag"); mTestAmbient->init(); mTestAmbient->mProgram.bind(); mTestAmbient->setUniform("uColor", QVector3D(0.0f, 0.25f, 0.0f)); mTestAmbient->setUniform("uLightColor", QVector3D(1.0f, 1.0f, 1.0f)); mTestAmbient->setUniform("uAmbientStrength", 0.2f); mTestAmbient->mVAO.bind(); mTestAmbient->mNBO.create(); mTestAmbient->mNBO.setUsagePattern(QOpenGLBuffer::StaticDraw); mTestAmbient->mNBO.bind(); mTestAmbient->mNBO.allocate(mTestAmbient->normals().data(), mTestAmbient->normals().size() * sizeof(mTestAmbient->normals()[0])); mTestAmbient->mProgram.enableAttributeArray(1); mTestAmbient->mProgram.setAttributeBuffer(1, GL_FLOAT, 0, 3, sizeof(QVector3D)); mTestAmbient->mNBO.release(); mTestAmbient->mVAO.release(); mTestAmbient->mProgram.release(); // Initialize Diffuse example cube mTestDiffuse = new MeshRenderer("diffuse", Cube()); mTestDiffuse->mTransform.setTranslation(9.0f, 0.0f, -2.0f); mTestDiffuse->setShaders(":/solid-diffuse.vert", ":/solid-diffuse.frag"); mTestDiffuse->init(); mTestDiffuse->mProgram.bind(); mTestDiffuse->setUniform("uColor", QVector3D(0.0f, 0.25f, 0.0f)); mTestDiffuse->setUniform("uLightColor", QVector3D(1.0f, 1.0f, 1.0f)); mTestDiffuse->setUniform("uAmbientStrength", 0.2f); mTestDiffuse->mVAO.bind(); mTestDiffuse->mNBO.create(); mTestDiffuse->mNBO.setUsagePattern(QOpenGLBuffer::StaticDraw); mTestDiffuse->mNBO.bind(); mTestDiffuse->mNBO.allocate(mTestDiffuse->normals().data(), mTestDiffuse->normals().size() * sizeof(mTestDiffuse->normals()[0])); mTestDiffuse->mProgram.enableAttributeArray(1); mTestDiffuse->mProgram.setAttributeBuffer(1, GL_FLOAT, 0, 3, sizeof(QVector3D)); mTestDiffuse->mNBO.release(); mTestDiffuse->mVAO.release(); mTestDiffuse->mProgram.release(); // Initialize Specular example cube mTestSpecular = new MeshRenderer("specular", Cube()); mTestSpecular->mTransform.setTranslation(11.0f, 0.0f, -2.0f); mTestSpecular->setShaders(":/solid-specular.vert", ":/solid-specular.frag"); mTestSpecular->init(); mTestSpecular->mProgram.bind(); mTestSpecular->setUniform("uColor", QVector3D(0.0f, 0.25f, 0.0f)); mTestSpecular->setUniform("uLightColor", QVector3D(1.0f, 1.0f, 1.0f)); mTestSpecular->setUniform("uAmbientStrength", 0.2f); mTestSpecular->setUniform("uSpecularStrength", 0.50f); mTestSpecular->setUniform("uSpecularShine", 256); mTestSpecular->mVAO.bind(); mTestSpecular->mNBO.create(); mTestSpecular->mNBO.setUsagePattern(QOpenGLBuffer::StaticDraw); mTestSpecular->mNBO.bind(); mTestSpecular->mNBO.allocate(mTestSpecular->normals().data(), mTestSpecular->normals().size() * sizeof(mTestSpecular->normals()[0])); mTestSpecular->mProgram.enableAttributeArray(1); mTestSpecular->mProgram.setAttributeBuffer(1, GL_FLOAT, 0, 3, sizeof(QVector3D)); mTestSpecular->mNBO.release(); mTestSpecular->mVAO.release(); mTestSpecular->mProgram.release(); // // Model loading mModels.push_back(new Model("backpack", "../resources/models/backpack/backpack.obj")); // Sometimes model textures need flipped in certain directions mModels.back()->flipTexture("diffuse.jpg", false, true); mModels.back()->mTransform.setTranslation(0.0f, 0.0f, -10.0f); mModels.push_back( new Model("bird", "../resources/models/bird/bird.obj")); mModels.back()->mTransform.setTranslation(2.0f, 2.0f, -10.0f); // Sometimes the models are very large mModels.back()->mTransform.scale(0.0025f); mModels.back()->mTransform.rotate(-110.0f, 0.0f, 1.0f, 0.0f); mModels.push_back(new Model("lion", "../resources/models/lion/lion.obj")); mModels.back()->mTransform.setTranslation(-3.0f, -1.0f, -10.0f); mModels.back()->mTransform.scale(0.15f); mModels.push_back( new Model("alien", "../resources/models/alien-hominid/alien.obj")); mModels.back()->mTransform.setTranslation(2.0f, -1.0f, -5.0f); mModels.back()->mTransform.scale(0.15f); mModels.push_back( new Model("scythe", "../resources/models/scythe/scythe.obj") ); mModels.back()->mTransform.setTranslation(-6.0f, 0.0f, -10.0f); mModels.back()->mTransform.rotate(-90.0f, 1.0f, 0.0f, 0.0f); mModels.back()->mTransform.rotate(90.0f, 0.0f, 1.0f, 0.0f); mModels.push_back( new Model("masterChief", "../resources/models/spartan/spartan.obj")); mModels.back()->mTransform.setTranslation(-1.5f, 0.5f, -2.0f); // // Building example mesh objects // Render an alien with specular // Test alien Model with phong lighting and specular mapping mMeshes.push_back( new MeshRenderer("alienTestLight", Triangle(QTK_DRAW_ELEMENTS))); mMeshes.back()->mTransform.setTranslation(4.0f, 1.5f, 10.0f); mMeshes.back()->mTransform.scale(0.25f); // This function changes values we have allocated in a buffer, so init() after mMeshes.back()->setColor(GREEN); mMeshes.back()->init(); mModels.push_back( new Model("alienTest", "../resources/models/alien-hominid/alien.obj", ":/model-specular.vert", ":/model-specular.frag")); mModels.back()->mTransform.setTranslation(3.0f, -1.0f, 10.0f); mModels.back()->mTransform.scale(0.15f); mModels.back()->setUniform("uMaterial.ambient", QVector3D(1.0f, 1.0f, 1.0f)); mModels.back()->setUniform("uMaterial.diffuse", QVector3D(1.0f, 1.0f, 1.0f)); mModels.back()->setUniform("uMaterial.specular", QVector3D(1.0f, 1.0f, 1.0f)); mModels.back()->setUniform("uMaterial.ambientStrength", 0.8f); mModels.back()->setUniform("uMaterial.diffuseStrength", 0.8f); mModels.back()->setUniform("uMaterial.specularStrength", 1.0f); mModels.back()->setUniform("uMaterial.shine", 32.0f); mModels.back()->setUniform("uLight.ambient", QVector3D(1.0f, 1.0f, 1.0f)); mModels.back()->setUniform("uLight.diffuse", QVector3D(1.0f, 1.0f, 1.0f)); mModels.back()->setUniform("uLight.specular", QVector3D(1.0f, 1.0f, 1.0f)); // Test spartan Model with phong lighting, specular and normal mapping mMeshes.push_back( new MeshRenderer("spartanTestLight", Triangle(QTK_DRAW_ELEMENTS))); mMeshes.back()->mTransform.setTranslation(1.0f, 1.5f, 10.0f); mMeshes.back()->mTransform.scale(0.25f); // This function changes values we have allocated in a buffer, so init() after mMeshes.back()->setColor(GREEN); mMeshes.back()->init(); mModels.push_back( new Model("spartanTest", "../resources/models/spartan/spartan.obj", ":/model-normals.vert", ":/model-normals.frag")); mModels.back()->mTransform.setTranslation(0.0f, -1.0f, 10.0f); mModels.back()->mTransform.scale(2.0f); mModels.back()->setUniform("uMaterial.ambient", QVector3D(1.0f, 1.0f, 1.0f)); mModels.back()->setUniform("uMaterial.diffuse", QVector3D(1.0f, 1.0f, 1.0f)); mModels.back()->setUniform("uMaterial.specular", QVector3D(1.0f, 1.0f, 1.0f)); mModels.back()->setUniform("uMaterial.ambientStrength", 1.0f); mModels.back()->setUniform("uMaterial.diffuseStrength", 1.0f); mModels.back()->setUniform("uMaterial.specularStrength", 1.0f); mModels.back()->setUniform("uMaterial.shine", 128.0f); mModels.back()->setUniform("uLight.ambient", QVector3D(1.0f, 1.0f, 1.0f)); mModels.back()->setUniform("uLight.diffuse", QVector3D(1.0f, 1.0f, 1.0f)); mModels.back()->setUniform("uLight.specular", QVector3D(1.0f, 1.0f, 1.0f)); // Test basic cube with phong.vert and phong.frag shaders mMeshes.push_back( new MeshRenderer("testLight", Triangle(QTK_DRAW_ELEMENTS))); mMeshes.back()->mTransform.setTranslation(5.0f, 1.25f, 10.0f); mMeshes.back()->mTransform.scale(0.25f); mMeshes.back()->setDrawType(GL_LINE_LOOP); // This function changes values we have allocated in a buffer, so init() after mMeshes.back()->setColor(GREEN); mMeshes.back()->init(); mMeshes.push_back( new MeshRenderer("testPhong", Cube(QTK_DRAW_ARRAYS))); mMeshes.back()->mTransform.setTranslation(5.0f, 0.0f, 10.0f); mMeshes.back()->setShaders(":/phong.vert", ":/phong.frag"); mMeshes.back()->setColor(QVector3D(0.0f, 0.25f, 0.0f)); mMeshes.back()->init(); mMeshes.back()->mProgram.bind(); mMeshes.back()->mVAO.bind(); mMeshes.back()->mNBO.create(); mMeshes.back()->mNBO.bind(); mMeshes.back()->mNBO.allocate(mMeshes.back()->normals().data(), mMeshes.back()->normals().size() * sizeof(mMeshes.back()->normals()[0])); mMeshes.back()->mProgram.enableAttributeArray(1); mMeshes.back()->mProgram.setAttributeBuffer(1, GL_FLOAT, 0, 3, sizeof(QVector3D)); mMeshes.back()->mNBO.release(); mMeshes.back()->mVAO.release(); mMeshes.back()->setUniform("uMaterial.ambient", QVector3D(0.0f, 0.3f, 0.0f)); mMeshes.back()->setUniform("uMaterial.diffuse", QVector3D(0.0f, 0.2f, 0.0f)); mMeshes.back()->setUniform("uMaterial.specular", QVector3D(1.0f, 1.0f, 1.0f)); mMeshes.back()->setUniform("uMaterial.ambientStrength", 1.0f); mMeshes.back()->setUniform("uMaterial.diffuseStrength", 1.0f); mMeshes.back()->setUniform("uMaterial.specularStrength", 1.0f); mMeshes.back()->setUniform("uMaterial.shine", 64.0f); mMeshes.back()->setUniform("uLight.ambient", QVector3D(0.25f, 0.2f, 0.075f)); mMeshes.back()->setUniform("uLight.diffuse", QVector3D(0.75f, 0.6f, 0.22f)); mMeshes.back()->setUniform("uLight.specular", QVector3D(0.62f, 0.55f, 0.37f)); mMeshes.back()->setUniform("uColor", QVector3D(0.0f, 0.25f, 0.0f)); mMeshes.back()->mProgram.release(); // // Create simple shapes using MeshRenderer class and data in mesh.h mMeshes.push_back( new MeshRenderer("rightTriangle", Triangle(QTK_DRAW_ELEMENTS))); mMeshes.back()->mTransform.setTranslation(-5.0f, 0.0f, -2.0f); mMeshes.push_back( new MeshRenderer("centerCube", Cube(QTK_DRAW_ELEMENTS))); mMeshes.back()->mTransform.setTranslation(-7.0f, 0.0f, -2.0f); mMeshes.push_back( new MeshRenderer("leftTriangle", Triangle(QTK_DRAW_ELEMENTS))); mMeshes.back()->mTransform.setTranslation(-9.0f, 0.0f, -2.0f); mMeshes.back()->setDrawType(GL_LINE_LOOP); mMeshes.push_back( new MeshRenderer("topTriangle", Triangle(QTK_DRAW_ELEMENTS))); mMeshes.back()->mTransform.setTranslation(-7.0f, 2.0f, -2.0f); mMeshes.back()->mTransform.scale(0.25f); mMeshes.push_back( new MeshRenderer("bottomTriangle", Triangle(QTK_DRAW_ELEMENTS))); mMeshes.back()->mTransform.setTranslation(-7.0f, -2.0f, -2.0f); mMeshes.back()->mTransform.scale(0.25f); mMeshes.back()->setDrawType(GL_LINE_LOOP); // This function changes values we have allocated in a buffer, so init() after mMeshes.back()->setColor(GREEN); mMeshes.back()->init(); // // Testing for normals, texture coordinates // RGB Normals cube to show normals are correct with QTK_DRAW_ARRAYS mMeshes.push_back( new MeshRenderer("rgbNormalsCubeArraysTest", Cube(QTK_DRAW_ARRAYS))); mMeshes.back()->mTransform.setTranslation(5.0f, 0.0f, 4.0f); mMeshes.back()->setShaders(":/rgb-normals.vert", ":/rgb-normals.frag"); mMeshes.back()->init(); mMeshes.back()->mVAO.bind(); mMeshes.back()->mNBO.create(); mMeshes.back()->mNBO.bind(); mMeshes.back()->mProgram.bind(); mMeshes.back()->mNBO.allocate(mMeshes.back()->normals().data(), mMeshes.back()->normals().size() * sizeof(mMeshes.back()->normals()[0])); mMeshes.back()->mProgram.enableAttributeArray(1); mMeshes.back()->mProgram.setAttributeBuffer(1, GL_FLOAT, 0, 3, sizeof(QVector3D)); mMeshes.back()->mProgram.release(); mMeshes.back()->mNBO.release(); mMeshes.back()->mVAO.release(); // RGB Normals cube to show normals are correct with QTK_DRAW_ELEMENTS_NORMALS mMeshes.push_back( new MeshRenderer("rgbNormalsCubeElementsTest", Cube(QTK_DRAW_ELEMENTS_NORMALS))); mMeshes.back()->mTransform.setTranslation(5.0f, 0.0f, 2.0f); mMeshes.back()->setShaders(":/rgb-normals.vert", ":/rgb-normals.frag"); mMeshes.back()->init(); mMeshes.back()->mVAO.bind(); mMeshes.back()->mNBO.create(); mMeshes.back()->mNBO.bind(); mMeshes.back()->mProgram.bind(); mMeshes.back()->mNBO.allocate(mMeshes.back()->normals().data(), mMeshes.back()->normals().size() * sizeof(mMeshes.back()->normals()[0])); mMeshes.back()->mProgram.enableAttributeArray(1); mMeshes.back()->mProgram.setAttributeBuffer(1, GL_FLOAT, 0, 3, sizeof(QVector3D)); mMeshes.back()->mProgram.release(); mMeshes.back()->mNBO.release(); mMeshes.back()->mVAO.release(); // Texturing a cube using texture coordinates and glDrawArrays // + Texturing with UVs using glDrawElements requires QTK_DRAW_ELEMENTS_NORMALS // + UVs required duplicating element position data from QTK_DRAW_ELEMENTS // + This is because the same position must use different UV coordinates mMeshes.push_back( new MeshRenderer("uvCubeArraysTest", Cube(QTK_DRAW_ARRAYS))); mMeshes.back()->mTransform.setTranslation(-3.0f, 0.0f, -2.0f); mMeshes.back()->setShaders(":/texture2d.vert", ":/texture2d.frag"); mMeshes.back()->init(); mMeshes.back()->mProgram.bind(); mMeshes.back()->setTexture(Texture::initTexture2D(":/crate.png")); mMeshes.back()->setUniform("uTexture", 0); mMeshes.back()->texture().bind(); mMeshes.back()->texture().release(); mMeshes.back()->mVAO.bind(); mMeshes.back()->mNBO.destroy(); mMeshes.back()->mNBO.create(); mMeshes.back()->mNBO.bind(); mMeshes.back()->mNBO.allocate(mMeshes.back()->mShape.texCoords().data(), mMeshes.back()->mShape.texCoords().size() * sizeof(mMeshes.back()->mShape.texCoords()[0])); mMeshes.back()->mProgram.enableAttributeArray(1); mMeshes.back()->mProgram.setAttributeBuffer(1, GL_FLOAT, 0, 2, sizeof(QVector2D)); mMeshes.back()->mNBO.release(); mMeshes.back()->mVAO.release(); mMeshes.back()->mProgram.release(); // Test drawing a cube with texture coordinates using glDrawElements mMeshes.push_back( new MeshRenderer("uvCubeElementsTest", Cube(QTK_DRAW_ELEMENTS_NORMALS))); mMeshes.back()->mTransform.setTranslation(-1.7f, 0.0f, -2.0f); mMeshes.back()->setShaders(":/texture2d.vert", ":/texture2d.frag"); mMeshes.back()->init(); mMeshes.back()->mVAO.bind(); mMeshes.back()->mNBO.create(); mMeshes.back()->mNBO.bind(); mMeshes.back()->mProgram.bind(); mMeshes.back()->mNBO.allocate(mMeshes.back()->texCoords().data(), mMeshes.back()->texCoords().size() * sizeof(mMeshes.back()->texCoords()[0])); mMeshes.back()->mProgram.enableAttributeArray(1); mMeshes.back()->mProgram.setAttributeBuffer(1, GL_FLOAT, 0, 3, sizeof(QVector3D)); mMeshes.back()->setTexture(Texture::initTexture2D(":/crate.png")); mMeshes.back()->mProgram.setUniformValue("uTexture", 0); mMeshes.back()->mProgram.release(); mMeshes.back()->mNBO.release(); mMeshes.back()->mVAO.release(); mMeshes.back()->mTransform.rotate(45.0f, 0.0f, 1.0f, 0.0f); // Texturing a cube using a cube map // + Cube map texturing works with both QTK_DRAW_ARRAYS and QTK_DRAW_ELEMENTS mMeshes.push_back( new MeshRenderer("testCubeMap", Cube(QTK_DRAW_ELEMENTS))); mMeshes.back()->mTransform.setTranslation(-3.0f, 1.0f, -2.0f); mMeshes.back()->mTransform.setRotation(45.0f, 0.0f, 1.0f, 0.0f); mMeshes.back()->setShaders(":/texture-cubemap.vert", ":/texture-cubemap.frag"); mMeshes.back()->init(); mMeshes.back()->mProgram.bind(); mMeshes.back()->setTexture(Texture::initCubeMap(":/crate.png")); mMeshes.back()->setUniform("uTexture", 0); mMeshes.back()->mVAO.bind(); mMeshes.back()->mNBO.destroy(); mMeshes.back()->mNBO.create(); mMeshes.back()->mNBO.bind(); mMeshes.back()->mNBO.allocate(mMeshes.back()->mShape.texCoords().data(), mMeshes.back()->mShape.texCoords().size() * sizeof(mMeshes.back()->mShape.texCoords()[0])); mMeshes.back()->mProgram.enableAttributeArray(1); mMeshes.back()->mProgram.setAttributeBuffer(1, GL_FLOAT, 0, 2, sizeof(QVector2D)); mMeshes.back()->mNBO.release(); mMeshes.back()->mVAO.release(); mMeshes.back()->mProgram.release(); // Create a cube with custom shaders // + Apply RGB normals shader and spin the cube for a neat effect mMeshes.push_back( new MeshRenderer("rgbNormalsCube", Cube(QTK_DRAW_ARRAYS))); mMeshes.back()->mTransform.setTranslation(5.0f, 2.0f, -2.0f); mMeshes.back()->setShaders(":/rgb-normals.vert", ":/rgb-normals.frag"); mMeshes.back()->init(); mMeshes.back()->mVAO.bind(); mMeshes.back()->mNBO.create(); mMeshes.back()->mNBO.bind(); mMeshes.back()->mProgram.bind(); mMeshes.back()->mNBO.allocate(mMeshes.back()->normals().data(), mMeshes.back()->normals().size() * sizeof(mMeshes.back()->normals()[0])); mMeshes.back()->mProgram.enableAttributeArray(1); mMeshes.back()->mProgram.setAttributeBuffer(1, GL_FLOAT, 0, 3, sizeof(QVector3D)); mMeshes.back()->mProgram.release(); mMeshes.back()->mNBO.release(); mMeshes.back()->mVAO.release(); // RGB Normals triangle to show normals are correct with QTK_DRAW_ARRAYS mMeshes.push_back( new MeshRenderer("rgbTriangleArraysTest", Triangle(QTK_DRAW_ARRAYS))); mMeshes.back()->mTransform.setTranslation(7.0f, 0.0f, 2.0f); mMeshes.back()->setShaders(":/rgb-normals.vert", ":/rgb-normals.frag"); mMeshes.back()->init(); mMeshes.back()->mProgram.bind(); mMeshes.back()->mVAO.bind(); mMeshes.back()->mNBO.create(); mMeshes.back()->mNBO.bind(); mMeshes.back()->mNBO.allocate(mMeshes.back()->normals().data(), mMeshes.back()->normals().size() * sizeof(mMeshes.back()->normals()[0])); mMeshes.back()->mProgram.enableAttributeArray(1); mMeshes.back()->mProgram.setAttributeBuffer(1, GL_FLOAT, 0, 3, sizeof(QVector3D)); mMeshes.back()->mNBO.release(); mMeshes.back()->mVAO.release(); mMeshes.back()->mProgram.release(); // RGB Normals triangle to show normals are correct with QTK_DRAW_ELEMENTS mMeshes.push_back( new MeshRenderer("rgbTriangleElementsTest", Triangle(QTK_DRAW_ELEMENTS_NORMALS))); mMeshes.back()->mTransform.setTranslation(7.0f, 0.0f, 4.0f); mMeshes.back()->setShaders(":/rgb-normals.vert", ":/rgb-normals.frag"); mMeshes.back()->init(); mMeshes.back()->mProgram.bind(); mMeshes.back()->mVAO.bind(); mMeshes.back()->mNBO.create(); mMeshes.back()->mNBO.bind(); mMeshes.back()->mNBO.allocate(mMeshes.back()->normals().data(), mMeshes.back()->normals().size() * sizeof(mMeshes.back()->normals()[0])); mMeshes.back()->mProgram.enableAttributeArray(1); mMeshes.back()->mProgram.setAttributeBuffer(1, GL_FLOAT, 0, 3, sizeof(QVector3D)); mMeshes.back()->mNBO.release(); mMeshes.back()->mVAO.release(); mMeshes.back()->mProgram.release(); // Test drawing triangle with glDrawArrays with texture coordinates mMeshes.push_back( new MeshRenderer("testTriangleArraysUV", Triangle(QTK_DRAW_ARRAYS))); mMeshes.back()->mTransform.setTranslation(-3.0f, 2.0f, -2.0f); mMeshes.back()->setShaders(":/texture2d.vert", ":/texture2d.frag"); mMeshes.back()->init(); mMeshes.back()->mProgram.bind(); mMeshes.back()->setTexture(Texture::initTexture2D(":/crate.png")); mMeshes.back()->setUniform("uTexture", 0); mMeshes.back()->texture().bind(); mMeshes.back()->texture().release(); mMeshes.back()->mVAO.bind(); mMeshes.back()->mNBO.destroy(); mMeshes.back()->mNBO.create(); mMeshes.back()->mNBO.bind(); mMeshes.back()->mNBO.allocate(mMeshes.back()->mShape.texCoords().data(), mMeshes.back()->mShape.texCoords().size() * sizeof(mMeshes.back()->mShape.texCoords()[0])); mMeshes.back()->mProgram.enableAttributeArray(1); mMeshes.back()->mProgram.setAttributeBuffer(1, GL_FLOAT, 0, 2, sizeof(QVector2D)); mMeshes.back()->mNBO.release(); mMeshes.back()->mVAO.release(); mMeshes.back()->mProgram.release(); // Test drawing triangle with glDrawElements with texture coordinates mMeshes.push_back( new MeshRenderer("testTriangleElementsUV", Triangle(QTK_DRAW_ELEMENTS_NORMALS))); mMeshes.back()->mTransform.setTranslation(-2.5f, 0.0f, -1.0f); mMeshes.back()->setShaders(":/texture2d.vert", ":/texture2d.frag"); mMeshes.back()->init(); mMeshes.back()->mProgram.bind(); mMeshes.back()->setTexture(Texture::initTexture2D(":/crate.png")); mMeshes.back()->setUniform("uTexture", 0); mMeshes.back()->texture().bind(); mMeshes.back()->texture().release(); mMeshes.back()->mVAO.bind(); mMeshes.back()->mNBO.destroy(); mMeshes.back()->mNBO.create(); mMeshes.back()->mNBO.bind(); mMeshes.back()->mNBO.allocate(mMeshes.back()->mShape.texCoords().data(), mMeshes.back()->mShape.texCoords().size() * sizeof(mMeshes.back()->mShape.texCoords()[0])); mMeshes.back()->mProgram.enableAttributeArray(1); mMeshes.back()->mProgram.setAttributeBuffer(1, GL_FLOAT, 0, 2, sizeof(QVector2D)); mMeshes.back()->mNBO.release(); mMeshes.back()->mVAO.release(); mMeshes.back()->mProgram.release(); // // Lighting cube examples // Example of a cube with no lighting applied mMeshes.push_back( new MeshRenderer("noLight", Cube(QTK_DRAW_ELEMENTS))); mMeshes.back()->mTransform.setTranslation(5.0f, 0.0f, -2.0f); mMeshes.back()->setShaders(":/solid-perspective.vert", ":/solid-perspective.frag"); mMeshes.back()->init(); mMeshes.back()->mProgram.bind(); mMeshes.back()->setUniform("uColor", QVector3D(0.0f, 0.25f, 0.0f)); mMeshes.back()->mProgram.release(); // Create objects that represent light sources for lighting examples mMeshes.push_back( new MeshRenderer("phongLight", Triangle(QTK_DRAW_ELEMENTS))); mMeshes.back()->mTransform.setTranslation(3.0f, 2.0f, -2.0f); mMeshes.back()->mTransform.scale(0.25f); mMeshes.push_back( new MeshRenderer("diffuseLight", Triangle(QTK_DRAW_ELEMENTS))); mMeshes.back()->mTransform.setTranslation(9.0f, 2.0f, -2.0f); mMeshes.back()->mTransform.scale(0.25f); mMeshes.push_back( new MeshRenderer("specularLight", Triangle(QTK_DRAW_ELEMENTS))); mMeshes.back()->mTransform.setTranslation(11.0f, 2.0f, -2.0f); mMeshes.back()->mTransform.scale(0.25f); } void Scene::draw() { mSkybox.draw(); for (auto & model : mModels) model->draw(); for (const auto &mesh : mMeshes) mesh->draw(); mTestPhong->mProgram.bind(); mTestPhong->setUniform("uModelInverseTransposed", mTestPhong->mTransform.toMatrix().normalMatrix()); mTestPhong->setUniform( "uLightPosition", MeshRenderer::getInstance("phongLight")->mTransform.translation()); mTestPhong->setUniform("uCameraPosition", Scene::Camera().transform().translation()); mTestPhong->mProgram.release(); mTestPhong->draw(); mTestAmbient->mProgram.bind(); mTestAmbient->setUniform("uCameraPosition", Scene::Camera().transform().translation()); mTestAmbient->mProgram.release(); mTestAmbient->draw(); mTestDiffuse->mProgram.bind(); mTestDiffuse->setUniform("uModelInverseTransposed", mTestDiffuse->mTransform.toMatrix().normalMatrix()); mTestDiffuse->setUniform( "uLightPosition", MeshRenderer::getInstance("diffuseLight")->mTransform.translation()); mTestDiffuse->setUniform("uCameraPosition", Scene::Camera().transform().translation()); mTestDiffuse->mProgram.release(); mTestDiffuse->draw(); mTestSpecular->mProgram.bind(); mTestSpecular->setUniform( "uModelInverseTransposed", mTestSpecular->mTransform.toMatrix().normalMatrix()); mTestSpecular->setUniform( "uLightPosition", MeshRenderer::getInstance("specularLight")->mTransform.translation()); mTestSpecular->setUniform("uCameraPosition", Scene::Camera().transform().translation()); mTestSpecular->mProgram.release(); mTestSpecular->draw(); } void Scene::update() { auto position = MeshRenderer::getInstance("alienTestLight")->mTransform.translation(); Model::getInstance("alienTest")->setUniform( "uLight.position", position); Model::getInstance("alienTest")->setUniform( "uCameraPosition", Scene::Camera().transform().translation()); auto posMatrix = Model::getInstance("alienTest")->mTransform.toMatrix(); Model::getInstance("alienTest")->setUniform( "uMVP.normalMatrix", posMatrix.normalMatrix()); Model::getInstance("alienTest")->setUniform( "uMVP.model", posMatrix); Model::getInstance("alienTest")->setUniform( "uMVP.view", Scene::Camera().toMatrix()); Model::getInstance("alienTest")->setUniform( "uMVP.projection", Scene::Projection()); Model::getInstance("alienTest")->mTransform.rotate(0.75f, 0.0f, 1.0f, 0.0f); position = MeshRenderer::getInstance("spartanTestLight")->mTransform.translation(); Model::getInstance("spartanTest")->setUniform( "uLight.position", position); Model::getInstance("spartanTest")->setUniform( "uCameraPosition", Scene::Camera().transform().translation()); posMatrix = Model::getInstance("spartanTest")->mTransform.toMatrix(); Model::getInstance("spartanTest")->setUniform( "uMVP.normalMatrix", posMatrix.normalMatrix()); Model::getInstance("spartanTest")->setUniform( "uMVP.model", posMatrix); Model::getInstance("spartanTest")->setUniform( "uMVP.view", Scene::Camera().toMatrix()); Model::getInstance("spartanTest")->setUniform( "uMVP.projection", Scene::Projection()); Model::getInstance("spartanTest")->mTransform.rotate(0.75f, 0.0f, 1.0f, 0.0f); MeshRenderer::getInstance("testPhong")->mTransform.rotate( 0.75f, 1.0f, 0.5f, 0.0f); MeshRenderer::getInstance("testPhong")->mProgram.bind(); position = MeshRenderer::getInstance("testLight")->mTransform.translation(); MeshRenderer::getInstance("testPhong")->setUniform( "uLight.position", position); MeshRenderer::getInstance("testPhong")->setUniform( "uCameraPosition", Scene::Camera().transform().translation()); posMatrix = MeshRenderer::getInstance("testPhong")->mTransform.toMatrix(); MeshRenderer::getInstance("testPhong")->setUniform( "uMVP.normalMatrix", posMatrix.normalMatrix()); MeshRenderer::getInstance("testPhong")->setUniform( "uMVP.model", posMatrix); MeshRenderer::getInstance("testPhong")->setUniform( "uMVP.view", Scene::Camera().toMatrix()); MeshRenderer::getInstance("testPhong")->setUniform( "uMVP.projection", Scene::Projection()); MeshRenderer::getInstance("testPhong")->mProgram.release(); // Rotate lighting example cubes mTestPhong->mTransform.rotate(0.75f, 0.5f, 0.3f, 0.2f); MeshRenderer::getInstance("noLight")->mTransform.rotate( 0.75f, 0.5f, 0.3f, 0.2f); mTestAmbient->mTransform.rotate(0.75f, 0.5f, 0.3f, 0.2f); mTestDiffuse->mTransform.rotate(0.75f, 0.5f, 0.3f, 0.2f); mTestSpecular->mTransform.rotate(0.75f, 0.5f, 0.3f, 0.2f); // Examples of various translations and rotations // Rotate in multiple directions simultaneously MeshRenderer::getInstance("rgbNormalsCube")->mTransform.rotate( 0.75f, 0.2f, 0.4f, 0.6f); // Pitch forward and roll sideways MeshRenderer::getInstance("leftTriangle")->mTransform.rotate( 0.75f, 1.0f, 0.0f, 0.0f); MeshRenderer::getInstance("rightTriangle")->mTransform.rotate( 0.75f, 0.0f, 0.0f, 1.0f); // Move between two positions over time static float translateX = 0.025f; float limit = -9.0f; // Origin position.x - 2.0f float posX = MeshRenderer::getInstance("topTriangle")->mTransform.translation().x(); if (posX < limit || posX > limit + 4.0f) { translateX = -translateX; } MeshRenderer::getInstance("topTriangle")->mTransform.translate( translateX, 0.0f, 0.0f); MeshRenderer::getInstance("bottomTriangle")->mTransform.translate( -translateX, 0.0f, 0.0f); // And lets rotate the triangles in two directions at once MeshRenderer::getInstance("topTriangle")->mTransform.rotate( 0.75f, 0.2f, 0.0f, 0.4f); MeshRenderer::getInstance("bottomTriangle")->mTransform.rotate( 0.75f, 0.0f, 0.2f, 0.4f); // And make the bottom triangle green, instead of RGB // Rotate center cube in several directions simultaneously // + Not subject to gimbal lock since we are using quaternions :) MeshRenderer::getInstance("centerCube")->mTransform.rotate( 0.75f, 0.2f, 0.4f, 0.6f); }