/*############################################################################## ## 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 #include #include using namespace Qtk; /******************************************************************************* * Constructors, Destructors ******************************************************************************/ ExampleScene::ExampleScene() { Camera().transform().setTranslation(0.0f, 0.0f, 20.0f); Camera().transform().setRotation(-5.0f, 0.0f, 1.0f, 0.0f); } ExampleScene::~ExampleScene() { delete mTestPhong; delete mTestSpecular; delete mTestDiffuse; delete mTestAmbient; for(auto & mesh : mMeshes) { delete mesh; } for(auto & model : mModels) { delete model; } delete mSkybox; } /******************************************************************************* * Public Member Functions ******************************************************************************/ void ExampleScene::init() { auto * sb = new Qtk::Skybox("Skybox"); setSkybox(sb); // Initialize Phong example cube mTestPhong = new Qtk::MeshRenderer("phong", Qtk::Cube()); mTestPhong->mTransform.setTranslation(3.0f, 0.0f, -2.0f); mTestPhong->setShaders(":/solid-phong.vert", ":/solid-phong.frag"); // You no longer need to manually bind shader program. // + But, you can still bind it if you want to. // mTestPhong->bindShaders(); 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->reallocateNormals(mTestPhong->getNormals()); // mTestPhong->releaseShaders(); // Initialize Ambient example cube mTestAmbient = new Qtk::MeshRenderer("ambient", Cube()); mTestAmbient->mTransform.setTranslation(7.0f, 0.0f, -2.0f); mTestAmbient->setShaders(":/solid-ambient.vert", ":/solid-ambient.frag"); mTestAmbient->init(); 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->reallocateNormals(mTestAmbient->getNormals()); // Initialize Diffuse example cube mTestDiffuse = new Qtk::MeshRenderer("diffuse", Cube()); mTestDiffuse->mTransform.setTranslation(9.0f, 0.0f, -2.0f); mTestDiffuse->setShaders(":/solid-diffuse.vert", ":/solid-diffuse.frag"); mTestDiffuse->init(); 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->reallocateNormals(mTestDiffuse->getNormals()); // Initialize Specular example cube mTestSpecular = new Qtk::MeshRenderer("specular", Cube()); mTestSpecular->mTransform.setTranslation(11.0f, 0.0f, -2.0f); mTestSpecular->setShaders(":/solid-specular.vert", ":/solid-specular.frag"); mTestSpecular->init(); 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->reallocateNormals(mTestSpecular->getNormals()); // // Model loading mModels.push_back( new Qtk::Model("backpack", ":/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 Qtk::Model("bird", ":/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 Qtk::Model("lion", ":/models/lion/lion.obj")); mModels.back()->mTransform.setTranslation(-3.0f, -1.0f, -10.0f); mModels.back()->mTransform.scale(0.15f); mModels.push_back( new Qtk::Model("alien", ":/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 Qtk::Model("scythe", ":/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 Qtk::Model("masterChief", ":/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 Qtk::MeshRenderer( "alienTestLight", Triangle(Qtk::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); mModels.push_back(new Qtk::Model( "alienTest", ":/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 Qtk::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); mModels.push_back(new Qtk::Model( "spartanTest", ":/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 Qtk::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.push_back(new Qtk::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()->reallocateNormals(mMeshes.back()->getNormals()); 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)); // // Create simple shapes using MeshRenderer class and data in mesh.h mMeshes.push_back( new Qtk::MeshRenderer("rightTriangle", Triangle(QTK_DRAW_ELEMENTS))); mMeshes.back()->mTransform.setTranslation(-5.0f, 0.0f, -2.0f); mMeshes.push_back( new Qtk::MeshRenderer("centerCube", Cube(QTK_DRAW_ELEMENTS))); mMeshes.back()->mTransform.setTranslation(-7.0f, 0.0f, -2.0f); mMeshes.push_back( new Qtk::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 Qtk::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 Qtk::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); // // Testing for normals, texture coordinates // RGB Normals cube to show normals are correct with QTK_DRAW_ARRAYS mMeshes.push_back( new Qtk::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()->reallocateNormals(mMeshes.back()->getNormals()); // RGB Normals cube to show normals are correct with QTK_DRAW_ELEMENTS_NORMALS mMeshes.push_back(new Qtk::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()->reallocateNormals(mMeshes.back()->getNormals()); Texture crateTexture; crateTexture.setTexture(":/crate.png"); Cube cube; auto * m = new MeshRenderer("Test Crate", Cube(QTK_DRAW_ARRAYS)); m->mTransform.setTranslation(0, 0, 13); m->setShaders(":/texture2d.vert", ":/texture2d.frag"); m->setTexture(crateTexture); m->setUniform("uTexture", 0); m->reallocateTexCoords(cube.getTexCoords()); mMeshes.push_back(m); // 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 Qtk::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()->setTexture(crateTexture); mMeshes.back()->setUniform("uTexture", 0); mMeshes.back()->reallocateTexCoords(mMeshes.back()->getTexCoords()); // Test drawing a cube with texture coordinates using glDrawElements mMeshes.push_back(new Qtk::MeshRenderer( "uvCubeElementsTest", Cube(QTK_DRAW_ELEMENTS_NORMALS))); mMeshes.back()->mTransform.setTranslation(-1.7f, 0.0f, -2.0f); mMeshes.back()->setTexture(":/crate.png"); mMeshes.back()->setShaders(":/texture2d.vert", ":/texture2d.frag"); mMeshes.back()->bindShaders(); mMeshes.back()->setUniform("uTexture", 0); mMeshes.back()->reallocateNormals(mMeshes.back()->getNormals()); mMeshes.back()->reallocateTexCoords(mMeshes.back()->getTexCoords(), 3); mMeshes.back()->releaseShaders(); 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 Qtk::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()->setCubeMap(":/crate.png"); mMeshes.back()->setUniform("uTexture", 0); mMeshes.back()->reallocateTexCoords(mMeshes.back()->getTexCoords()); // Create a cube with custom shaders // + Apply RGB normals shader and spin the cube for a neat effect mMeshes.push_back( new Qtk::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()->reallocateNormals(mMeshes.back()->getNormals()); // RGB Normals triangle to show normals are correct with QTK_DRAW_ARRAYS mMeshes.push_back(new Qtk::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()->reallocateNormals(mMeshes.back()->getNormals()); // RGB Normals triangle to show normals are correct with QTK_DRAW_ELEMENTS mMeshes.push_back(new Qtk::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()->reallocateNormals(mMeshes.back()->getNormals()); // Test drawing triangle with glDrawArrays with texture coordinates mMeshes.push_back( new Qtk::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()->setTexture(":/crate.png"); mMeshes.back()->setUniform("uTexture", 0); mMeshes.back()->reallocateTexCoords(mMeshes.back()->getTexCoords()); // Test drawing triangle with glDrawElements with texture coordinates mMeshes.push_back(new Qtk::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()->setTexture(":/crate.png"); mMeshes.back()->setUniform("uTexture", 0); mMeshes.back()->reallocateTexCoords(mMeshes.back()->getTexCoords()); // // Lighting cube examples // Example of a cube with no lighting applied mMeshes.push_back(new Qtk::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()->setUniform("uColor", QVector3D(0.0f, 0.25f, 0.0f)); // Create objects that represent light sources for lighting examples mMeshes.push_back( new Qtk::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 Qtk::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 Qtk::MeshRenderer("specularLight", Triangle(QTK_DRAW_ELEMENTS))); mMeshes.back()->mTransform.setTranslation(11.0f, 2.0f, -2.0f); mMeshes.back()->mTransform.scale(0.25f); } void ExampleScene::draw() { Scene::draw(); for(const auto & model : mModels) { model->draw(); } for(const auto & mesh : mMeshes) { mesh->draw(); } mTestPhong->bindShaders(); mTestPhong->setUniform( "uModelInverseTransposed", mTestPhong->mTransform.toMatrix().normalMatrix()); mTestPhong->setUniform( "uLightPosition", MeshRenderer::getInstance("phongLight")->mTransform.getTranslation()); mTestPhong->setUniform( "uCameraPosition", ExampleScene::Camera().transform().getTranslation()); mTestPhong->releaseShaders(); mTestPhong->draw(); mTestAmbient->bindShaders(); mTestAmbient->setUniform( "uCameraPosition", ExampleScene::Camera().transform().getTranslation()); mTestAmbient->releaseShaders(); mTestAmbient->draw(); mTestDiffuse->bindShaders(); mTestDiffuse->setUniform( "uModelInverseTransposed", mTestDiffuse->mTransform.toMatrix().normalMatrix()); mTestDiffuse->setUniform( "uLightPosition", MeshRenderer::getInstance("diffuseLight")->mTransform.getTranslation()); mTestDiffuse->setUniform( "uCameraPosition", ExampleScene::Camera().transform().getTranslation()); mTestDiffuse->releaseShaders(); mTestDiffuse->draw(); mTestSpecular->bindShaders(); mTestSpecular->setUniform( "uModelInverseTransposed", mTestSpecular->mTransform.toMatrix().normalMatrix()); mTestSpecular->setUniform( "uLightPosition", MeshRenderer::getInstance("specularLight")->mTransform.getTranslation()); mTestSpecular->setUniform( "uCameraPosition", ExampleScene::Camera().transform().getTranslation()); mTestSpecular->releaseShaders(); mTestSpecular->draw(); } void ExampleScene::update() { auto position = MeshRenderer::getInstance("alienTestLight")->mTransform.getTranslation(); auto alien = Model::getInstance("alienTest"); alien->setUniform("uLight.position", position); alien->setUniform( "uCameraPosition", ExampleScene::Camera().transform().getTranslation()); auto posMatrix = alien->mTransform.toMatrix(); alien->setUniform("uMVP.normalMatrix", posMatrix.normalMatrix()); alien->setUniform("uMVP.model", posMatrix); alien->setUniform("uMVP.view", ExampleScene::Camera().toMatrix()); alien->setUniform("uMVP.projection", ExampleScene::Projection()); alien->mTransform.rotate(0.75f, 0.0f, 1.0f, 0.0f); position = MeshRenderer::getInstance("spartanTestLight") ->mTransform.getTranslation(); auto spartan = Model::getInstance("spartanTest"); spartan->setUniform("uLight.position", position); spartan->setUniform( "uCameraPosition", ExampleScene::Camera().transform().getTranslation()); posMatrix = spartan->mTransform.toMatrix(); spartan->setUniform("uMVP.normalMatrix", posMatrix.normalMatrix()); spartan->setUniform("uMVP.model", posMatrix); spartan->setUniform("uMVP.view", ExampleScene::Camera().toMatrix()); spartan->setUniform("uMVP.projection", ExampleScene::Projection()); spartan->mTransform.rotate(0.75f, 0.0f, 1.0f, 0.0f); auto phong = MeshRenderer::getInstance("testPhong"); phong->mTransform.rotate(0.75f, 1.0f, 0.5f, 0.0f); phong->bindShaders(); position = MeshRenderer::getInstance("testLight")->mTransform.getTranslation(); phong->setUniform("uLight.position", position); phong->setUniform( "uCameraPosition", ExampleScene::Camera().transform().getTranslation()); posMatrix = phong->mTransform.toMatrix(); phong->setUniform("uMVP.normalMatrix", posMatrix.normalMatrix()); phong->setUniform("uMVP.model", posMatrix); phong->setUniform("uMVP.view", ExampleScene::Camera().toMatrix()); phong->setUniform("uMVP.projection", ExampleScene::Projection()); phong->releaseShaders(); // 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.getTranslation().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); }