qtk/lib/mainwidget.cpp

1065 lines
40 KiB
C++

/*##############################################################################
## Author: Shaun Reed ##
## Legal: All Content (c) 2021 Shaun Reed, all rights reserved ##
## About: Main window for Qt5 OpenGL widget application ##
## ##
## Contact: shaunrd0@gmail.com | URL: www.shaunreed.com | GitHub: shaunrd0 ##
##############################################################################*/
#include <QKeyEvent>
#include <input.h>
#include <mesh.h>
#include <meshrenderer.h>
#include <model.h>
#include <object.h>
#include <skybox.h>
#include <texture.h>
#include <mainwidget.h>
// Static member initialization
QMatrix4x4 MainWidget::mProjection;
Camera3D MainWidget::mCamera;
/*******************************************************************************
* Constructors, Destructors
******************************************************************************/
MainWidget::MainWidget() : mDebugLogger(Q_NULLPTR)
{
QSurfaceFormat format;
format.setRenderableType(QSurfaceFormat::OpenGL);
format.setProfile(QSurfaceFormat::CoreProfile);
format.setVersion(4, 5);
format.setDepthBufferSize(16);
// If QTK_DEBUG is set, enable debug context
#ifdef QTK_DEBUG
format.setOption(QSurfaceFormat::DebugContext);
#endif
}
MainWidget::MainWidget(const QSurfaceFormat &format)
: mDebugLogger(Q_NULLPTR)
{
setFormat(format);
resize(QSize(800, 600));
show();
}
MainWidget::~MainWidget()
{
makeCurrent();
teardownGL();
}
/*******************************************************************************
* Private Member Functions
******************************************************************************/
void MainWidget::teardownGL()
{
// Nothing to teardown yet...
}
void MainWidget::initObjects()
{
mCamera.transform().setTranslation(0.0f, 0.0f, 5.0f);
mCamera.transform().setRotation(180.0f, 0.0f, 1.0f, 0.0f);
mSkybox = new Skybox;
//
// 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);
// 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();
//
// Creating simple objects with the MeshRenderer class
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()->setColor(GREEN);
// This function changes values we have allocated in a buffer, so init() after
mMeshes.back()->setDrawType(GL_LINE_LOOP);
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);
// 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();
// Drawing a primitive object using Qt and OpenGL
// The Object class only stores basic QOpenGL* members and shape data
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(0.0f, 0.25f, 0.0f));
mObject->mProgram.setUniformValue("uLightColor", WHITE);
mObject->mProgram.setUniformValue("uAmbientStrength", 0.2f);
mObject->mVBO.release();
mObject->mVAO.release();
mObject->mProgram.release();
mObject->mTransform.setTranslation(13.0f, 0.0f, -2.0f);
}
/*******************************************************************************
* Inherited Virtual Member Functions
******************************************************************************/
void MainWidget::paintGL()
{
// Clear buffers
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
mSkybox->draw();
for (auto & model : mModels) model->draw();
mTestPhong->mProgram.bind();
mTestPhong->setUniform("uModelInverseTransposed",
mTestPhong->mTransform.toMatrix().normalMatrix());
mTestPhong->setUniform(
"uLightPosition",
MeshRenderer::getInstance("phongLight")->mTransform.translation());
mTestPhong->setUniform("uCameraPosition",
mCamera.transform().translation());
mTestPhong->mProgram.release();
mTestPhong->draw();
mTestAmbient->mProgram.bind();
mTestAmbient->setUniform("uCameraPosition",
mCamera.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",
mCamera.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",
mCamera.transform().translation());
mTestSpecular->mProgram.release();
mTestSpecular->draw();
mObject->mProgram.bind();
mObject->mVAO.bind();
mObject->mProgram.setUniformValue("uModel",
mObject->mTransform.toMatrix());
mObject->mProgram.setUniformValue("uView", mCamera.toMatrix());
mObject->mProgram.setUniformValue("uProjection", mProjection);
glDrawElements(GL_TRIANGLES, mObject->indices().size(),
GL_UNSIGNED_INT, mObject->indices().data());
mObject->mVAO.release();
mObject->mProgram.release();
for (const auto &mesh : mMeshes) mesh->draw();
}
void MainWidget::initializeGL()
{
initializeOpenGLFunctions();
// Connect the frameSwapped signal to call the update() function
connect(this, SIGNAL(frameSwapped()), this, SLOT(update()));
// Initialize OpenGL debug context
#ifdef QTK_DEBUG
mDebugLogger = new QOpenGLDebugLogger(this);
if (mDebugLogger->initialize()) {
qDebug() << "GL_DEBUG Debug Logger" << mDebugLogger << "\n";
connect(mDebugLogger, SIGNAL(messageLogged(QOpenGLDebugMessage)),
this, SLOT(messageLogged(QOpenGLDebugMessage)));
mDebugLogger->startLogging();
}
#endif // QTK_DEBUG
printContextInformation();
// Initialize opengl settings
glEnable(GL_MULTISAMPLE);
glEnable(GL_DEPTH_TEST);
glDepthMask(GL_TRUE);
glDepthFunc(GL_LEQUAL);
glDepthRange(0.1f, 1.0f);
glClearDepth(1.0f);
glClearColor(0.0f, 0.25f, 0.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Initialize default objects within the scene
initObjects();
}
void MainWidget::resizeGL(int width, int height)
{
mProjection.setToIdentity();
mProjection.perspective(45.0f,
float(width) / float(height),
0.1f, 1000.0f);
}
/*******************************************************************************
* Protected Slots
******************************************************************************/
void MainWidget::update()
{
updateCameraInput();
auto position = MeshRenderer::getInstance("alienTestLight")->mTransform.translation();
Model::getInstance("alienTest")->setUniform(
"uLight.position", position);
Model::getInstance("alienTest")->setUniform(
"uCameraPosition", mCamera.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", MainWidget::Camera().toMatrix());
Model::getInstance("alienTest")->setUniform(
"uMVP.projection", MainWidget::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", mCamera.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", MainWidget::Camera().toMatrix());
Model::getInstance("spartanTest")->setUniform(
"uMVP.projection", MainWidget::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", mCamera.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", MainWidget::Camera().toMatrix());
MeshRenderer::getInstance("testPhong")->setUniform(
"uMVP.projection", MainWidget::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);
QWidget::update();
}
void MainWidget::messageLogged(const QOpenGLDebugMessage &msg)
{
QString error;
// Format based on severity
switch (msg.severity())
{
case QOpenGLDebugMessage::NotificationSeverity:
error += "--";
break;
case QOpenGLDebugMessage::HighSeverity:
error += "!!";
break;
case QOpenGLDebugMessage::MediumSeverity:
error += "!~";
break;
case QOpenGLDebugMessage::LowSeverity:
error += "~~";
break;
}
error += " (";
// Format based on source
#define CASE(c) case QOpenGLDebugMessage::c: error += #c; break
switch (msg.source())
{
CASE(APISource);
CASE(WindowSystemSource);
CASE(ShaderCompilerSource);
CASE(ThirdPartySource);
CASE(ApplicationSource);
CASE(OtherSource);
CASE(InvalidSource);
}
#undef CASE
error += " : ";
// Format based on type
#define CASE(c) case QOpenGLDebugMessage::c: error += #c; break
switch (msg.type())
{
CASE(InvalidType);
CASE(ErrorType);
CASE(DeprecatedBehaviorType);
CASE(UndefinedBehaviorType);
CASE(PortabilityType);
CASE(PerformanceType);
CASE(OtherType);
CASE(MarkerType);
CASE(GroupPushType);
CASE(GroupPopType);
}
#undef CASE
error += ")";
qDebug() << qPrintable(error) << "\n" << qPrintable(msg.message()) << "\n";
}
/*******************************************************************************
* Protected Helpers
******************************************************************************/
void MainWidget::keyPressEvent(QKeyEvent *event)
{
if (event->isAutoRepeat()) {
event->ignore();
} else {
Input::registerKeyPress(event->key());
}
}
void MainWidget::keyReleaseEvent(QKeyEvent *event)
{
if (event->isAutoRepeat()) {
event->ignore();
} else {
Input::registerKeyRelease(event->key());
}
}
void MainWidget::mousePressEvent(QMouseEvent *event)
{
Input::registerMousePress(event->button());
}
void MainWidget::mouseReleaseEvent(QMouseEvent *event)
{
Input::registerMouseRelease(event->button());
}
/*******************************************************************************
* Private Helpers
******************************************************************************/
void MainWidget::printContextInformation()
{
QString glType;
QString glVersion;
QString glProfile;
QString glVendor;
QString glRenderer;
// Get Version Information
glType = (context()->isOpenGLES()) ? "OpenGL ES" : "OpenGL";
glVersion = reinterpret_cast<const char *>(glGetString(GL_VERSION));
glVendor =
reinterpret_cast<const char *>(glGetString(GL_VENDOR));
glRenderer =
reinterpret_cast<const char *>(glGetString(GL_RENDERER));
// Get Profile Information
#define CASE(c) case QSurfaceFormat::c: glProfile = #c; break
switch (format().profile()) {
CASE(NoProfile);
CASE(CoreProfile);
CASE(CompatibilityProfile);
}
#undef CASE
// qPrintable() will print our QString w/o quotes around it.
qDebug() << qPrintable(glType) << qPrintable(glVersion) << "("
<< qPrintable(glProfile) << ")"
<< "\nOpenGL Vendor: " << qPrintable(glVendor)
<< "\nRendering Device: " << qPrintable(glRenderer) << "\n";
}
void MainWidget::updateCameraInput()
{
Input::update();
// Camera Transformation
if (Input::buttonPressed(Qt::RightButton)) {
static const float transSpeed = 0.1f;
static const float rotSpeed = 0.5f;
// Handle rotations
mCamera.transform().rotate(-rotSpeed * Input::mouseDelta().x(),
Camera3D::LocalUp);
mCamera.transform().rotate(-rotSpeed * Input::mouseDelta().y(),
mCamera.right());
// Handle translations
QVector3D translation;
if (Input::keyPressed(Qt::Key_W)) {
translation += mCamera.forward();
}
if (Input::keyPressed(Qt::Key_S)) {
translation -= mCamera.forward();
}
if (Input::keyPressed(Qt::Key_A)) {
translation -= mCamera.right();
}
if (Input::keyPressed(Qt::Key_D)) {
translation += mCamera.right();
}
if (Input::keyPressed(Qt::Key_Q)) {
translation -= mCamera.up() / 2.0f;
}
if (Input::keyPressed(Qt::Key_E)) {
translation += mCamera.up() / 2.0f;
}
mCamera.transform().translate(transSpeed * translation);
}
}