Tuesday, 28 June 2011

Qt Dynamic Properties

I'm currently writing a model viewer which allows the user to load meshes and textures to see how things will look in a realtime engine.

One of the elements I'm currently working on is the lighting system. The main plan is to have very basic 3 point lighting and give the user some control over the lighting system and the ability to set the colours etc.

I designed a basic panel to start testing this as shown here


Signals and Slots

Usually we would associate a series of signals and slots with each of the components to allow for interactions. For example if the x double spinbox is changed the valueChanged(double) signal is emitted and we can connect it to a slot (method) to process it. In the case of this first panel I would have called the same slot for each of the signals of the widgets as the light class would have to be updated with all the values.

This multiple widget -> single slot would work fine for one panel, however as you see above I have three different light groups.

I could have 3 sets of different slots for each of the different light controls, however there would be a lot of duplicated code and maintenance would have been difficult, also at some stage I may wish to dynamically add lights so again the code would be redundant.

Dynamic Properties

What I need to do is to have some easy way to determine which widget belongs to which Light group so I can process them based on the actual group.

To do this we can use the Qt Dynamic properties tab in designer.

Clicking on the + tab in the properties inspector above give the option to add a String or Bool (or other) dynamic property. In this case I'm going to add a property called LightName and will set it to the name of the light panel the component belongs to (for example FillLight). 

Once the property has been added you should have a new element of the property panel as shown below

Accessing Dynamic Properties

Now we have associated the property to the components we need to access them. First we connect each of the widgets to a method 

// add all the fill light components
connect(m_ui->m_fillLightActive,SIGNAL(toggled(bool)),this,SLOT(updateLight()));
connect(m_ui->m_fillLightX,SIGNAL(valueChanged(double)),this,SLOT(updateLight()));
connect(m_ui->m_fillLightY,SIGNAL(valueChanged(double)),this,SLOT(updateLight()));
connect(m_ui->m_fillLightZ,SIGNAL(valueChanged(double)),this,SLOT(updateLight())); 

As you can see each of the widgets is connected to a single method called updateLight() in this method we are going to determine which widget called the method and determine it's dynamic property name.

void MainWindow::updateLight()
{
 // first we get which object sent the signal using the sender method
 QObject *obj=this->sender();
 // now we lookup dynamic property of the sender and look for LightName
 QVariant lightName=obj->property("LightName");
 // now see wich light group we have found
 if(lightName.toString() == "KeyLight")
 {
  std::cout<<"doing key light \n";
 }
 else if(lightName.toString() == "FillLight")
 {
  std::cout<<"doing fill light \n";
 }
 else if(lightName.toString() == "BackLight")
 {
  std::cout<<"doing back light \n";
 }
}

First we use the sender method of the QObject class to determine which object sent the signal. Once we have the object pointer we can call the property method to access the dynamic property "LightName". You will notice that the property method returns a QVariant object so we need to convert it to the correct data type (in this case a QString) to process it.

For now I'm just printing out the different light group values, but eventually this will be used to change all the light properties.

Thursday, 9 June 2011

Point Bake Export of Animation Data

The following videos demonstrate the NCCA PointBake system developed as a simple "lowest common denominator" exporter for basic animation data.

For the export code look here there are a number of Python scripts in the tgz file. For the Source code use the PointBake and PointBakeCloth from here.





Wednesday, 18 May 2011

A Simple Nuke file loader

#!/usr/bin/python
import os

def scanForFiles(_dir) :
 # grab all the files in the directory
 files = os.listdir(_dir)
 # create an empty dictionary for the results
 result = {}
 # this will hold our sorted list to be returned
 sortedList = []
 # these are the valid file extensions as a tuple as ends with needs it
 validFiles=("tiff","tif","exr","jpg","jpeg")

 # process each of the files found and see if it's in the format
 # name.#####.ext
 for file in files:
  # so first we try and split on the . and see if we have a valid suffix
  try:
   prefix, frame, suffix = file.split('.')
   if suffix  in validFiles :
    try:
     # if we do we add it to the dictionary (using the frame value)
     result[prefix][0].append(frame)
    except KeyError:
     # we have a new file sequence, so create a new key:value pair
     result[prefix] = [[frame],suffix]
  except ValueError:
    print "ignoring file in directory %s" %(file)

 # now we have a list of data I want to return in the form that nuke needs
 # in this case we need name.%xd.ext so we grab the data and format the string
 for file in result :
  # get the filename
  fileName=file
  # get the extention
  extention=result[file][1]
  # grab the numeric start and end values
  minFrameValue=int(min(result[file][0]))
  maxFrameValue=int(max(result[file][0]))
  # this is a bit of a hack as the values could be different
  # but we basically form the frame pad values
  framePadSize=len(result[file][0][0])
  padString="%%0%dd" %(framePadSize)
  fileNameString="%s.%s.%s" %(fileName,padString,extention)
  # add the data to the list
  sortedList.append([fileNameString,minFrameValue,maxFrameValue])
 # sort it and return
 sortedList.sort()
 return sortedList

path = nuke.getFilename("Select Directory")

files=scanForFiles(path)
print files
for fileData in files :
 fileName=fileData[0].split(".")
 fileName=fileName[0]
 try :
  fileNode = nuke.nodes.Read(file="%s/%s" %(path,fileData[0]),name=fileName)
  fileNode.knob("first").setValue(fileData[1])
  fileNode.knob("last").setValue(fileData[2])
  fileNode.knob("on_error").setValue(3)
  Shuffle = nuke.nodes.Shuffle(inputs=[fileNode],name=fileName)
 except :
  print "error on ",fileName

Wednesday, 6 April 2011

Using the Maya MScriptUtil class in Python

Been using some maya and python and discovered there was no way to access some of the MImage methods as they use pass by reference to return values. This after some investigation lead me to the MScriptUtil class.

Now a couple of things struck me when reading the documents, the first being
"This class is cumbersome to use but it provides a way of building parameters and accessing return values for methods which would normally not be scriptable".
To my mind this reads as
"This is a hack but we couldn't be arsed to re-factor loads of our code to add proper accesors and mutators"

On further reading you get even more of a sense of that. What I wanted to do was to access the width and height of an MImage and access the RGB(A) data of the MImage and the only way of really doing this within python is to use the MScriptUtil Class.

MImage Class Design
I decided to wrap up all the functionality I needed into a simple python class which could be re-used within maya, the basic class design is as follows

The class will be constructed with a filename and will automatically read the image file and grab the image dimensions as well as a pointer to the data.

import maya.OpenMaya as om
import sys

class MayaImage :
 """ The main class, needs to be constructed with a filename """
 def __init__(self,filename) :
  """ constructor pass in the name of the file to load (absolute file name with path) """
  # create an MImage object
  self.image=om.MImage()
  # read from file MImage should handle errors for us so no need to check
  self.image.readFromFile(filename)
  # as the MImage class is a wrapper to the C++ module we need to access data
  # as pointers, to do this use the MScritUtil helpers
  self.scriptUtilWidth = om.MScriptUtil()
  self.scriptUtilHeight = om.MScriptUtil()

  # first we create a pointer to an unsigned in for width and height
  widthPtr = self.scriptUtilWidth.asUintPtr()
  heightPtr = self.scriptUtilHeight.asUintPtr()
  # now we set the values to 0 for each
  self.scriptUtilWidth.setUint( widthPtr, 0 )
  self.scriptUtilHeight.setUint( heightPtr, 0 )
  # now we call the MImage getSize method which needs the params passed as pointers
  # as it uses a pass by reference
  self.image.getSize( widthPtr, heightPtr )
  # once we get these values we need to convert them to int so use the helpers
  self.m_width = self.scriptUtilWidth.getUint(widthPtr)
  self.m_height = self.scriptUtilHeight.getUint(heightPtr)
  # now we grab the pixel data and store
  self.charPixelPtr = self.image.pixels()
  # query to see if it's an RGB or RGBA image, this will be True or False
  self.m_hasAlpha=self.image.isRGBA()
  # if we are doing RGB we step into the image array in 3's
  # data is always packed as RGBA even if no alpha present
  self.imgStep=4
  # finally create an empty script util and a pointer to the function
  # getUcharArrayItem function for speed
  scriptUtil = om.MScriptUtil()
  self.getUcharArrayItem=scriptUtil.getUcharArrayItem



Initially the class was designed to check to see if alpha was present and determine if the data was packed as RGB or RGBA and step through the packed data accordingly, however on further reading of the documents I discovered

"The image is stored as an uncompressed array of pixels, that can be read and manipulated directly. For simplicity, the pixels are stored in a RGBA format (4 bytes per pixel)".
So this was not required and was removed.

Using MScriptUtil
There are several ways to use MScriptUtil, the various constructors allow us to generate an object by passing in an object as a reference value, or we can create an instance of the class and then associate an object as a reference.

Initially I generated one MScriptUtil class, and associated the pointers from an already instantiated object. However this didn't work correctly. After reading the help I found the following note


So if you need to use two pointers at the same time you need to create two MScriptUtil objects.
self.scriptUtilWidth = om.MScriptUtil()
self.scriptUtilHeight = om.MScriptUtil()

# first we create a pointer to an unsigned in for width and height
widthPtr = self.scriptUtilWidth.asUintPtr()
heightPtr = self.scriptUtilHeight.asUintPtr()
Next we set the values to 0 for both the pointers, whilst this is not required, it make sure when we load the actual values if nothing is returned we have a null value.

Next a call to the MImage getSize method is called


As you can see in this method both the width and the height values are passed by reference. The code below passes the new pointers we have created using the script util class into the getSize method and these will be associated.

self.scriptUtilWidth.setUint( widthPtr, 0 )
self.scriptUtilHeight.setUint( heightPtr, 0 )
self.image.getSize( widthPtr, heightPtr )
Finally we need to extract the values that the pointers are pointing to, and load them into our python class which is done in the following code

self.m_width = self.scriptUtilWidth.getUint(widthPtr)
self.m_height = self.scriptUtilHeight.getUint(heightPtr)

See all this code could be avoided if MImage had getWidth and getHeigh accessor methods!
Now for some speedups

To access the pixel data we need to grab the array of data from the MImage class, this is done with the following method call

self.charPixelPtr = self.image.pixels()

The help says that
"Returns a pointer to the first pixel of the uncompressed pixels array. This array is tightly packed, of size (width * height * depth * sizeof( float)) bytes".

So we also have a pointer that we need to convert into a python data type. This can be done with the getUcharArrayItem however this would need to be created each time we try to access the data.

In python however it is possible to create a reference to a function / method in the actual code. This is done by assigning a variable name to a function and then using this instead of the actual function call. This can significantly speed up methods as the python interpretor doesn't have to lookup the method each time.

The following code shows this and the pointer to the method is stored as part of the class
scriptUtil = om.MScriptUtil()
self.getUcharArrayItem=scriptUtil.getUcharArrayItem
getPixels
To get the pixel data we need to calculate the index into the pointer array (1D) as a 2D x,y co-ordinate. This is a simple calculation as follows


index=(y*self.m_width*4)+x*4
In this case we hard code the 4 as the MImage help states that the data is always stored as RGBA if this were not the case we would have to query if the data contained an alpha channel and make the step 3 or 4 depending upon this.

The complete method is as follows
def getPixel(self,x,y) :
 """ get the pixel data at x,y and return a 3/4 tuple depending upon type """
 # check the bounds to make sure we are in the correct area
 if x<0 or x>self.m_width :
  print "error x out of bounds\n"
  return
 if y<0 or y>self.m_height :
  print "error y our of bounds\n"
  return
 # now calculate the index into the 1D array of data
 index=(y*self.m_width*4)+x*4
 # grab the pixels
 red = self.getUcharArrayItem(self.charPixelPtr,index)
 green = self.getUcharArrayItem(self.charPixelPtr,index+1)
 blue = self.getUcharArrayItem(self.charPixelPtr,index+2)
 alpha=self.getUcharArrayItem(self.charPixelPtr,index+3)
 return (red,green,blue,alpha)

As you can see the index is calculated then the method saved earlier is called to grab the actual value at the index location (Red) then index+1 (green) index+2 (blue) and index+3 (alpha). For convenience I also wrote a getRGB method as shown

def getRGB(self,x,y) :
    r,g,b,a=getPixel(x,y)
    return (r,g,b)

Other methods shown below are also added to the class to allow access to the attributes, whilst python allows access to these class attributes directly, when porting C++ code usually we will have getWidth / getHight style methods so I just added them.

def width(self) :
    """ return the width of the image """
    return self.m_width

def height(self) :
    """ return the height of the image """
    return self.m_height

def hasAlpha(self) :
    """ return True is the image has an Alpha channel """
    return self.m_hasAlpha


Using the Class
The following example prompts the used for a file name then loads the image, anything in the red channel of the image with a pixel value greater than 10 is used to generate a cube of height r/10

import maya.OpenMaya as om
import maya.cmds as cmds



basicFilter = "*.*"

imageFile=cmds.fileDialog2(caption="Please select imagefile",
             fileFilter=basicFilter, fm=1)


img=MayaImage(str(imageFile[0]))
print img.width()
print img.height()a
xoffset=-img.width()/2
yoffset=-img.height()/2

for y in range (0,img.height()) :
 for x in range(0,img.width()) :
  r,g,b,a=img.getPixel(x,y)
  if r > 10 :
   cmds.polyCube(h=float(r/10))
   cmds.move(xoffset+x,float(r/10)/2,yoffset+y)

Using the following image

We produce the following


Friday, 25 March 2011

Staring out the Windoze

My usual day to day development environment is a mac, and I usually write code using Qt / g++ so it's easy to port it to Linux which is the main development system at the University. However most of the students seem to use Windows as their main computer system so I had to really support windows with my NGL library.

Luckily the Windows version of the QtSDK comes with a g++ compatible compiler called mingw and once the other libraries were installed in the correct places the library seems to compile and link into a DLL.

Problems with GLEW


The first problem I encountered was with the GLEW library. The versions available for download are compiled with the visual studio compiler and are not compatible with the mingw compiler / linker. To make this easier to use and integrate into the ngl library I added the source of the latest GLEW tree to the ngl project and this is included into the windows branch of ngl automatically in the Qt project file. This is done using the following code


win32: {
        LIBS += -lmingw32
        LIBS += -lstdc++
        DEFINES += WIN32
        DEFINES += USING_GLEW
        DEFINES +=GLEW_STATIC
        INCLUDEPATH += C:/boost_1_44_0
        INCLUDEPATH += C:/boost
        LIBS += -L/lib/w32api
        DESTDIR = c:/
        SOURCES+=$$BASE_DIR/Support/glew/glew.c
        INCLUDEPATH+=$$BASE_DIR/Support/glew/
        DEFINES+=_WIN32
        CONFIG+=dll
        DEFINES+=BUILDING_DLL

}

Once this code is in place, the windows version of Qt will set the win32 specific flags and compile correctly and also include the glew elements statically into my library and hence reducing a dll dependancy.

Cross Platform Development
Some other conditional code was also required to make things compile correctly on all platforms. NGL uses 3 flags to set specific platform dependent includes and flags. These are found in the .pro file as part of the qmake process and the following shows these

linux-g++:{
          DEFINES += LINUX
          LIBS+=-lGLEW
}

linux-g++-64:{
          DEFINES += LINUX
          LIBS+=-lGLEW
}
macx:DEFINES += DARWIN


So not the compiler will pass on the command line -D[DARWIN][LINUX][WIN32] dependent upon the platform being used. This is then used to switch in the main header files for the libs, and to place this all in one include file the <ngl/Types.h> is used and has the following conditional compilation code

#if defined (LINUX) || defined (WIN32)
  #include <gl/glew.h>
  #include <gl/gl.h>
  #include <gl/glu.h>
#endif
#ifdef DARWIN
  #include <unistd.h>
  #include <opengl/gl.h>
  #include <opengl/glu.h>
#endif

With all this in place the library built with no problems and a .dll / .a file was generated under windows and a simple demo application would run.  I left the library under windows at this stage and continued the development under mac, however I began to get reports of things not working under windows. Initially I thought it was a driver / gpu problem as it seem to occur in the shader manager class.

When things go wrong

The first indications of things not working was when a lookup to a shader returned the null program which is a safety mechanism. The following code shows the method and the call to the method.

ShaderProgram * ShaderManager::operator[](
                      const std::string &_programName
                     )
{
  std::map <std::string, ShaderProgram * >::const_iterator program=m_shaderPrograms.find(_programName);
  // make sure we have a valid  program
 if(program!=m_shaderPrograms.end() )
  {
  return  program->second;
  }
  else
  {
    std::cerr<<"Warning Program not know in [] "<<_programName.c_str();
    std::cerr<<"returning a null program and hoping for the best\n";
    return m_nullProgram;
  }
}

// in application
ngl::ShaderManager *shader=ngl::ShaderManager::instance();
(*shader)["Blinn"]->use();

It appeared at first that the map find method was at fault as it was not finding a shader that I knew was in the class.  However I started to print out the size and contents of the map I noticed that in some cases the map contained the correct values and in other cases it was empty. Why would this be?

This shouldn't happen!

It seemed weird that this was happening as the class was based on a singleton pattern so there should only be one instance of the class, also this bug only appeared in the windows version so I was unsure what was going on.

I placed a number of debug statements in the singleton template class used for the shader manager and discovered that the constructor was being called twice WTF!

My initial response was that I was having a weird threading issue and my singleton wasn't thread safe, so I added a QMutex / QMutexLocker construct around the singleton and also made it inherit from boost::noncopyable so that it could not be copied.

This however was not the solution to the problem as it still continued.

Digging Deeper

After digging deeper into the code I traced exactly where the rouge call to the singleton ctor came from. In my TransformStack there is a convenience method to load the current Transform into a parameter of the shader, the code is actually in the ngl::Transform class and looks like this.

void Transformation::loadMatrixToShader(
                                        const std::string &_shader,
                                        const std::string &_param,
                                        const ACTIVEMATRIX &_which
                                       )
{
  computeMatrices();
  ShaderManager *shader=ngl::ShaderManager::instance();
  switch (_which)
  {
    case NORMAL :
    {
      shader->setShaderParamFromMatrix(_shader,_param,m_matrix);
    }
    break;
    case TRANSPOSE :
    {
      shader->setShaderParamFromMatrix(_shader,_param,m_transposeMatrix);
    }
    break;
    case INVERSE :
    {
      shader->setShaderParamFromMatrix(_shader,_param,m_inverseMatrix);
    }
    break;
  }
}
This method actually lives in the library, and hence under windows in the DLL, and this is where the problem begins.

Separate compilation units
It seems in the windows DLL the library data is in a different scope when constructed unlike the unix / mac shared libraries. In this case when the dll invokes the shader manager singleton, it doesn't exist in the DLL memory space even though it has been called in the main application linking to the DLL. In other words the singleton is not shared by default. There is a good post here about it.

To test this was the case I quickly created a static global variable, within the transform class which could be set outside the DLL module by a quick method call. This basically passed in the application side instance of the Shader manager class, and used that in the call, and it fixed the problem. However Rob the Bloke pointed out the error of my ways by saying

"That's a critical bug and refactor waiting to happen. If you need to share something across DLL boundaries, there is exactly one way to achieve that. Your solution fails the second anyone adds another DLL that links to ngl (i.e. you've just offset the problem for your students to deal with later). s_globalShaderInstance *needs* to be DLL exported."
Making it a "proper" dll

It was now time to bite the bullet and do a major re-factor of the code to make all the classes export from the DLL properly, I've never done this before and the initial attempts were somewhat problematic, however the basic approach is as Rob said

"if you need to access something from a DLL, it needs to be DLL_EXPORTED. End of story" 
This code would have to be in the windows version, and depending upon wether we are building the library (DLL) or using the library we would need to either __dllimport or __dllexport our classes.

So we need some pre-compilation glue to make this work, first under windows only then dependent upon if we are building the dll or using the dll. The following code was added to the Types.h class

#ifdef WIN32
  #ifdef BUILDING_DLL
    #define NGL_DLLEXPORT __declspec(dllexport)
  #else
    #define NGL_DLLEXPORT __declspec(dllimport)
  #endif
#else
    #define NGL_DLLEXPORT
#endif

Once this has been added to the types file we need to add the BUILDING_DLL define to each of the classes. This is shown below.

class NGL_DLLEXPORT Vector
{
 ...
};

Once this was added it seemed to work for all the classes in the basic demo. However some of the more advance demos still failed to compile. I have several functions in the library which also needed to be exported, this was done as follows

// Util.h
extern NGL_DLLEXPORT ngl::Real radians(
                                        const Real _deg
                                       );
// Util.cpp
NGL_DLLEXPORT Real radians(
                            const ngl::Real _deg
                            )
{
  return (_deg/180.0f) * M_PI;
}

And finally any extraction / insertion operators as they are friend classes will also need to be exported

friend NGL_DLLEXPORT std::istream& operator>>(std::istream& _input, ngl::Vector &_s);

NGL_DLLEXPORT std::istream& operator>>(
                                                 std::istream& _input,
                                                 ngl::Vector& _s
                                                )
{
  return _input >> _s.m_x >> _s.m_y >> _s.m_z;
}

Finally it's working !

Or so I thought,  some of the simple programs that only used the ngl library compiled and ran correctly, however one of the programs which made a call to glUseProgram(0) in the main application failed to compile, due to a linker error, this error said that the method was not found and gave an imp__glew....  style error which means that the actual function call could not be found.

I thought that I had statically bound GLEW into my lib so it would work, however GLEW basically binds method calls to the driver once the glewInit function is called and in this case this is called in the DLL but no my application, to overcome this problem I need to put the glew.c source code into my applications as well the library.

To do this the following is added to the application .pro file (as the glew.c file is shipped with ngl)

win32: {
        DEFINES+=USING_GLEW
        INCLUDEPATH+=-I c:/boost_1_44_0
        INCLUDEPATH+=-I c:/boost

        INCLUDEPATH+= -I C:/NGL/Support/glew
        LIBS+= -L C:/NGL/lib
        LIBS+= -lmingw32
        DEFINES += WIN32
        DEFINES += USING_GLEW
        DEFINES +=GLEW_STATIC
        DEFINES+=_WIN32
        SOURCES+=C:/NGL/Support/glew/glew.c
        INCLUDEPATH+=C:/NGL/Support/glew/
}


And finally we need to initialise glew in both the DLL and Application

ngl::NGLInit *Init = ngl::NGLInit::instance();
#ifdef WIN32
  glewInit();
#endif
Init->initGlew();

This is not an ideal solution but is quite easy to do and saves the hassle of building the glew library using Qt / mingw. I will at some stage do this but for now this quick hack will suffice.
And for my next trick
Now that I've sullied my mac by installing windows I think I need to do a bit more windows support, the next stage is going to be building a Visual Studio version of ngl. Once this is done I think I may also add a DirectX back end to it as well however for now I will stick to the mac ;-)

Tuesday, 22 March 2011

Using Qt GUI components and NGL

This blog post is going to be my first Video blog post, it show how to start from scratch and create a gui program using Qt and NGL, the videos have been posted to youtube as the quality is much better than on blogspot, and you can grab the code using bzr from here

bzr branch http://nccastaff.bmth.ac.uk/jmacey/Code/QtNGL

For my students I've also copied the original movie files onto the public directory here /public/mapublic/jmacey/QtNGL/

Part 1 Setup

This video show how to setup the initial project and directories, it uses the ncca coding standard for project setup



Part 2 Adding source files to the project

This video shows how to add our source files as well as an initial QMainWindow class and a main.cpp file



Part 3 Setting up the .pro project file

This move shows how to setup the .pro file for qmake and we write a simple QApplication within the main.cpp file



Part 4 Creating a GUI using the Designer

In this Video I create the inital part of the GUI using the QDesigner module of QT Creator, I also go into quite a lot of detail about using the QGridLayout and the use of Layouts in general




Part 5 Adding the rest of the GUI components

In this video I add the rest of the UI components and finish off the rest of the GUI.



Part 6 Creating the OpenGL Window

In this video we extend the QGLWidget class to build our own GLWindow which we will put in the NGL classes to draw a teapot / sphere and cube and adjust the properties of the ngl::Transform Class.  In this initial part of this video we add the GLWindow to the grid layout. I've added an empty GLWindow.cpp/h file here



Part 7 Adding NGL to the .pro file

Next we add lots of flags to the .pro qmake file to configure the paths used for the ngl library.



Part 8 Adding a Camera

Now we add an ngl::Camera class and a simple ngl::Primitive drawing routine



Part 9 Adding glsl Shaders

Using the ngl::ShaderManager class we load the vertex and fragment shaders and give them a quick test



Part 10 Adding Signals and Slots 

We now use the Qt Signals and Slots mechanism to wire up the GUI components to our GLWindow class



Part 11 connecting the rest of the GUI components

Using the signals and slots mechanism I wire up the rest of the components





Part 12 Connecting the combo box


Using signals and slots I connect the QComboBox to select the different drawing modes



Part 13 Lights and Colour

In the final instalment I add an ngl::Light and Material to the program to light and set the initial material values, next I use the QColorDialog to select the colour I wish to use for the object

Monday, 14 March 2011

Game Style Object control in Qt

It is quite typical in a game to need to control an object by keeping a key pressed and for it to respond to these pressed key continuously. The following example demonstrates this in action as shown in the following video

Space Ship class
The following class diagram shows the basic space ship class we are going to move
The constructor of the class is very simple, it loads in the mesh and sets the member variables to default values as shown

SpaceShip::SpaceShip(
                     ngl::Vector _pos,
                     std::string _fname
                     )
 {
   m_pos=_pos;
   m_mesh = new ngl::Obj(_fname);
   m_mesh->createVBO(GL_STATIC_DRAW);
   m_rotation=0;
 }

To draw the ship we move our transform stack position to the correct location and rotation and draw the VBO from the mesh
void SpaceShip::draw()
{
  ngl::ShaderManager *shader=ngl::ShaderManager::instance();
  (*shader)["Blinn"]->use();
  m_transform.getCurrentTransform().setPosition(m_pos);
  m_transform.setRotation(0,m_rotation,0);
  m_transform.loadGlobalAndCurrentMatrixToShader("Blinn","ModelMatrix");
  m_mesh->draw();
}
To update the ships position m_pos and rotation we use the following methods
const static float s_xExtents=40;
const static float s_yExtents=30;

void SpaceShip::move(
                      float _x,
                      float _y
                    )
{
 float currentX=m_pos.m_x;
 float currentY=m_pos.m_y;
 m_pos.m_x+=_x;
 m_pos.m_y+=_y;
 if(m_pos.m_x<=-s_xExtents || m_pos.m_x>=s_xExtents)
 {
  m_pos.m_x=currentX;
 }


 if(m_pos.m_y<=-s_yExtents || m_pos.m_y>=s_yExtents)
 {
  m_pos.m_y=currentY;
 }
}

void SpaceShip::rotate(
                        float _rot
                      )
{
 m_rotation+=_rot;
}

The move method, first stores the current x and y values of m_pos, we then increment the values based on the parameter passed in and check agains the extents of the screen. If we are not at the edge of the screen as set in these extents we add the values passed in to the value of the m_pos attribute.
For the rotation the value is just added.

Processing Key presses

Each subclass of the QWidget class has access to the following virtual protected methods


void QWidget::keyPressEvent ( QKeyEvent * event ) ;
void QWidget::keyReleaseEvent ( QKeyEvent * event ); 

Which ever QtWindow has focus will receive these events and the current key can be queried via the event parameter passed in. In this example the MainWindow class processes the key events as we wish to allow the window to become fullscreen and this method can only be called from a class that inherits from QMainWindow The following code shows how the key press and release methods are implemented

void MainWindow::keyPressEvent(
                               QKeyEvent *_event
                              )
{
  // this method is called every time the main window recives a key event.
  switch (_event->key())
  {
  case Qt::Key_Escape : QApplication::exit(EXIT_SUCCESS); break;
  case Qt::Key_W : glPolygonMode(GL_FRONT_AND_BACK,GL_LINE); break;
  case Qt::Key_S : glPolygonMode(GL_FRONT_AND_BACK,GL_FILL); break;
  case Qt::Key_F : showFullScreen(); break;
  case Qt::Key_N : showNormal(); break;
  default : break;
  }
 // once we have processed any key here pass the event
 // onto the GLWindow class to do more processing
  m_gl->processKeyDown(_event);
}

void MainWindow::keyReleaseEvent(
                 QKeyEvent *_event
                 )
{
 // once we have processed any key here pass the event
 // onto the GLWindow class to do more processing
  m_gl->processKeyUp(_event);

}
Once any keys required in the MainWindow class are processed the key events are then passed onto the GLWindow class for more processing.
GLWindow key processing
To process the keys in the GLWindow class we are going to create a QSet to contain the active key strokes, for each keyPress event (key down) we will add the key to the QSet using the += operator. Every time is released the key will be removed from the QSet using the -= operator. This is shown in the following code

// in GLWindow.h
/// @brief the keys being pressed
QSet< Qt::Key> m_keysPressed;

// in GLWindow.cpp
void GLWindow::processKeyDown(
                QKeyEvent *_event
               )
{
 // add to our keypress set the values of any keys pressed
 m_keysPressed += (Qt::Key)_event->key();

}


void GLWindow::processKeyUp(
                QKeyEvent *_event
               )
{
 // remove from our key set any keys that have been released
 m_keysPressed -= (Qt::Key)_event->key();
}



Now we will create an method to process the key values stored in the set and update the ship.
void GLWindow::moveShip()
{
 /// first we reset the movement values
 float xDirection=0.0;
 float yDirection=0.0;
 float rotation=0.0;
 // now we loop for each of the pressed keys in the the set
 // and see which ones have been pressed. If they have been pressed
 // we set the movement value to be an incremental value
 foreach(Qt::Key key, m_keysPressed)
 {
  switch (key)
  {
   case Qt::Key_Left :  { xDirection=s_shipUpdate; break;}
   case Qt::Key_Right : { xDirection=-s_shipUpdate; break;}
   case Qt::Key_Up :   { yDirection=s_shipUpdate; break;}
   case Qt::Key_Down :  { yDirection=-s_shipUpdate; break;}
   case Qt::Key_R :     { rotation=1.0; break;}
   default : break;
  }
 }
 // if the set is non zero size we can update the ship movement
 // then tell openGL to re-draw
 if(m_keysPressed.size() !=0)
 {
  m_ship->move(xDirection,yDirection);
  m_ship->rotate(rotation);
 }
}

First we set the x,y and rotation values to 0 to indicate there is no movement to the ship, next we loop through all the keys in the QSet using the foreach iterator provided by Qt. We then check to see if a key is active and update the direction variable based on the static variable s_shipUpdate. Depending upon the direction we set this to +/-s_shipUpdate.
Finally we check to see if there are any keys active and if so update the ship direction by calling the move function.

Tying it all together
Finally we want to separate the movement and draw commands so we can get a fixed update for drawing. To do this we create two timers one which will trigger the ship move update and one for the re-draw. This is done with the following code, first in the constructor we start the timer.
m_updateShipTimer=startTimer(2);
m_redrawTimer=startTimer(10);


Next in the timerEvent in GLWindow we process and dispatch if we get the correct timer event as follows
void GLWindow::timerEvent(
                          QTimerEvent *_event
                         )
{
 // the usual process is to check the event timerID and compare it to
 // any timers we have started with startTimer
 if (_event->timerId() == m_updateShipTimer)
 {
  moveShip();
 }
 if (_event->timerId() == m_redrawTimer)
 {
  updateGL();
 }

}


The full code for this demo can be downloaded from here using the command bzr branch http://nccastaff.bmth.ac.uk/jmacey/Code/GameKeyControl