Difference between revisions of "Tutorial - Setup Horde with Qt4"

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(updated the tutorial)
 
(5 intermediate revisions by 2 users not shown)
Line 1: Line 1:
 
{|  border="0"  
 
{|  border="0"  
| {{ContentBlock|width=800|color=white
+
| {{ContentBlock|color=white
|content='''Here is a small example on how to use Horde with Qt4.'''
+
|content=Before you start you should read QtOpenGL tutorial: http://doc.trolltech.com/4.6/opengl-hellogl.html (Substitute correct version of your Qt distribution).
Keep in mind that the qt license is gpl and horde is lgpl and in order to use your app commercially you need to purchase a Qt license.
+
 
 +
Horde3D library should be already installed for build scripts to succeed.
 
{{CppSourceCode|
 
{{CppSourceCode|
description= glwidget.h|
+
description= GLWidget.h|
 
code=
 
code=
 
<source lang="cpp" line="1">
 
<source lang="cpp" line="1">
 +
#ifndef GL_WIDGET_H
 +
#define GL_WIDGET_H
  
#ifndef GLWIDGET_H_INCLUDED
+
#include <QtOpenGL>
 
+
#include <horde3d/Horde3D.h>
#define GLWIDGET_H_INCLUDED
+
#include <horde3d/Horde3DUtils.h>
 
 
#include <QtOpenGL/qgl.h>
 
#include <QKeyEvent>
 
#include <Horde3D.h>
 
#include <Horde3DUtils.h>
 
  
 
+
class GLWidget : public QGLWidget {
class GLWidget : public QGLWidget{
 
 
     Q_OBJECT
 
     Q_OBJECT
 
 
     public:
 
     public:
         GLWidget(QWidget *parent = 0);
+
         GLWidget();
 
         ~GLWidget();
 
         ~GLWidget();
         QSize minimumSizeHint() const;
+
 
         QSize sizeHint() const;
+
         QSize minimumSizeHint() const {
 +
            return QSize(640, 480);
 +
        }
 +
         QSize sizeHint() const {
 +
            return QSize(640, 480);
 +
        }
  
 
     protected:
 
     protected:
 
         void initializeGL();
 
         void initializeGL();
 
         void paintGL();
 
         void paintGL();
         void resizeGL(int width,int height);
+
         void resizeGL(int width, int height);
        void mousePressEvent(QMouseEvent *event);
 
        void mouseMoveEvent(QMouseEvent *event);
 
        void keyPressEvent(QKeyEvent *event);
 
  
 
     private:
 
     private:
         ResHandle logoRes;
+
         H3DRes mCam;
 
};
 
};
  
 
+
#endif // GL_WIDGET_H
 
 
#endif // GLWIDGET_H_INCLUDED
 
 
</source>
 
</source>
 
}}
 
}}
Now the cpp file. the paintGL() function is the game loop.
+
{{CppSourceCode|width=1024|
{{CppSourceCode|
+
description= GLWidget.cpp|
description= glwidget.cpp|
 
 
code=
 
code=
 
<source lang="cpp" line="1">
 
<source lang="cpp" line="1">
 +
#include "GLWidget.h"
 +
#include <stdexcept>
  
#include "../include/glwidget.h"
+
GLWidget::GLWidget() : QGLWidget() { }
 
 
NodeHandle model = 0, cam = 0;
 
 
 
GLWidget::GLWidget(QWidget *parent) : QGLWidget(parent){
 
    resize(sizeHint());
 
}
 
  
GLWidget::~GLWidget(){
+
GLWidget::~GLWidget() {
     Horde3D::release();
+
     h3dutDumpMessages();
 +
    h3dRelease();
 
}
 
}
  
QSize GLWidget::minimumSizeHint() const{
+
void GLWidget::initializeGL() {
    return QSize(50,50);
+
     if (!h3dInit()) {
}
+
         h3dutDumpMessages();
 
+
         throw std::runtime_error("Could not initialize renderer");
QSize GLWidget::sizeHint() const{
 
    return QSize(800,600);
 
}
 
 
 
void GLWidget::initializeGL(){
 
     if(!Horde3D::init()){
 
         Horde3DUtils::dumpMessages();
 
         return;
 
 
     }
 
     }
 
+
     H3DRes pipeline = h3dAddResource(
     Horde3DUtils::setResourcePath( ResourceTypes::SceneGraph, "models" );
+
        H3DResTypes::Pipeline, "pipelines/forward.pipeline.xml", 0);
Horde3DUtils::setResourcePath( ResourceTypes::Geometry, "models" );
+
     H3DRes knight = h3dAddResource(
Horde3DUtils::setResourcePath( ResourceTypes::Animation, "models" );
+
        H3DResTypes::SceneGraph , "models/knight/knight.scene.xml", 0);
Horde3DUtils::setResourcePath( ResourceTypes::Material, "materials" );
+
     h3dutLoadResourcesFromDisk("Content");
Horde3DUtils::setResourcePath( ResourceTypes::Code, "shaders" );
+
     H3DNode node = h3dAddNodes(H3DRootNode, knight);
Horde3DUtils::setResourcePath( ResourceTypes::Shader, "shaders" );
+
     h3dSetNodeTransform(node, 0,0,0, 0,0,0, 1,1,1);
Horde3DUtils::setResourcePath( ResourceTypes::Texture2D, "textures" );
+
     mCam = h3dAddCameraNode(H3DRootNode, "cam", pipeline);
Horde3DUtils::setResourcePath( ResourceTypes::TextureCube, "textures" );
+
     h3dSetNodeTransform(mCam, 0,40,-40, 23,-166,0, 1,1,1);
Horde3DUtils::setResourcePath( ResourceTypes::Effect, "effects" );
 
Horde3DUtils::setResourcePath( ResourceTypes::Pipeline, "pipelines" );
 
 
 
    ResHandle pipeRes = Horde3D::addResource( ResourceTypes::Pipeline, "deferred.pipeline.xml",0);
 
     ResHandle modelRes = Horde3D::addResource(ResourceTypes::SceneGraph,"charecter.scene.xml",0);
 
     ResHandle animRes = Horde3D::addResource(ResourceTypes::Animation,"walk.anim.xml",0);
 
     ResHandle fontRes = Horde3D::addResource(ResourceTypes::Material,"font.material.xml",0);
 
 
 
     logoRes = Horde3D::addResource(ResourceTypes::Material,"logo.material.xml",0);
 
 
 
    Horde3DUtils::loadResourcesFromDisk("media");
 
 
 
    Horde3D::setOption( EngineOptions::LoadTextures, 1 );
 
Horde3D::setOption( EngineOptions::TexCompression, 0 );
 
Horde3D::setOption( EngineOptions::FastAnimation, 0 );
 
Horde3D::setOption( EngineOptions::AnisotropyFactor, 8 );
 
Horde3D::setOption( EngineOptions::ShadowMapSize, 2048 );
 
    Horde3D::setOption( EngineOptions::DebugViewMode,0.0f);
 
    model = Horde3D::addNodes(RootNode,modelRes);
 
 
 
    //Horde3D::setupModelAnimStage(model,0,animRes,"",true);
 
 
 
    NodeHandle light = Horde3D::addLightNode(RootNode,"Light1", 0,"LIGHTING","SHADOWMAP");
 
 
 
    Horde3D::setNodeTransform(light,0,2,0,0,00,0,1,1,1);
 
 
 
Horde3D::setNodeParamf( light, LightNodeParams::Radius, 50 );
 
Horde3D::setNodeParamf( light, LightNodeParams::FOV, 90 );
 
Horde3D::setNodeParami( light, LightNodeParams::ShadowMapCount, 3 );
 
Horde3D::setNodeParamf( light, LightNodeParams::ShadowSplitLambda, 0.9f );
 
Horde3D::setNodeParamf( light, LightNodeParams::ShadowMapBias, 0.001f );
 
Horde3D::setNodeParamf( light, LightNodeParams::Col_R, 0.9f );
 
Horde3D::setNodeParamf( light, LightNodeParams::Col_G, 0.7f );
 
Horde3D::setNodeParamf( light, LightNodeParams::Col_B, 0.75f );
 
 
 
     cam = Horde3D::addCameraNode(RootNode,"Camera",pipeRes);
 
 
 
}
 
 
 
void GLWidget::paintGL(){
 
    float curFps = 60;
 
    curFps = curFps + 10.0f * ( 1/curFps);
 
    Horde3D::setNodeTransform(model,curFps*10,0,0,0,0,0,1,1,1);
 
     Horde3D::showOverlay(0.75f,0,0,0,1,0,1,0,1,0.2f,1,1,0.75f,0.2f,0,1,7,logoRes);
 
    Horde3D::render(cam);
 
    Horde3D::clearOverlays();
 
    Horde3DUtils::dumpMessages();
 
}
 
 
 
void GLWidget::resizeGL(int width,int height){
 
    Horde3D::resize(0,0,800,600);
 
    Horde3D::setupCameraView(cam,45.0f,(float)width /height,0.1f,1000.0f);
 
}
 
 
 
void GLWidget::mousePressEvent(QMouseEvent *event){
 
 
 
 
}
 
}
  
void GLWidget::mouseMoveEvent(QMouseEvent *event){
+
void GLWidget::paintGL() {
 
+
    h3dRender(mCam);
 
}
 
}
  
void GLWidget::keyPressEvent(QKeyEvent *event){
+
void GLWidget::resizeGL(int width, int height) {
 
+
    h3dSetupViewport(0, 0, width, height, true);
 +
    h3dSetupCameraView(
 +
        mCam, 45.0f, static_cast<float>(width)/height, 0.1f, 1000.0f);
 
}
 
}
 
</source>
 
</source>
 
}}
 
}}
The very simple main.cpp
 
 
{{CppSourceCode|
 
{{CppSourceCode|
 
description= main.cpp|
 
description= main.cpp|
 
code=
 
code=
 
<source lang="cpp" line="1">
 
<source lang="cpp" line="1">
 +
#include "GLWidget.h"
 +
#include <QApplication>
  
#include <qapplication.h>
+
int main(int argc, char* argv[]) {
#include <include/glwidget.h>
 
 
 
int main(int argc, char* argv[])
 
{
 
 
     QApplication app(argc, argv);
 
     QApplication app(argc, argv);
     GLWidget widget;
+
     GLWidget glw;
 
+
     glw.show();
     widget.show();
 
 
 
 
     return app.exec();
 
     return app.exec();
 
}
 
}
 
</source>
 
</source>
 
}}
 
}}
Here is the custom pro file customized for ubuntu and my box you will need to modify this to your paths.
+
QMake project file:
 
{{CppSourceCode|
 
{{CppSourceCode|
description= main.pro|
+
description= h3d_qt4.pro|
 
code=
 
code=
 
<source lang="cpp" line="1">
 
<source lang="cpp" line="1">
 
######################################################################
 
# Automatically generated by qmake (2.01a) Mon Aug 4 18:39:01 2008
 
######################################################################
 
 
 
TEMPLATE = app
 
TEMPLATE = app
TARGET =  
+
TARGET = h3d_qt4
DEPENDPATH += . include src
+
DEPENDPATH += .
INCLUDEPATH += . include /usr/include/Horde3D1.0.0/Bindings/C++
+
INCLUDEPATH += .
LIBS += -L/usr/include/Horde3D1.0.0/Binaries/Linux_x86 -lHorde3D -lHorde3DUtils
+
LIBS += -lHorde3D -lHorde3DUtils
 
 
 
QT += opengl
 
QT += opengl
  
 
# Input
 
# Input
HEADERS += include/glwidget.h
+
HEADERS += GLWidget.h
SOURCES += main.cpp src/glwidget.cpp
+
SOURCES += GLWidget.cpp main.cpp</source>
 +
}}
 +
'''Note''': [http://www.horde3d.org/wiki/index.php5?title=Building_Horde3D#Linkage_order_for_your_application Linkage order for your application]
 +
 
 +
CMake project file:
 +
{{CppSourceCode|
 +
description= CMakeLists.txt|
 +
code=
 +
<source lang="cpp" line="1">
 +
PROJECT(H3D_QT4)
 +
 
 +
CMAKE_MINIMUM_REQUIRED(VERSION 2.6)
 +
CMAKE_POLICY(VERSION 2.6)
 +
# Debug, all warnings.
 +
ADD_DEFINITIONS(-g -Wall)
 +
# Find Qt4.
 +
INCLUDE(FindQt4)
 +
FIND_PACKAGE(Qt4 REQUIRED)
 +
SET(QT_USE_QTOPENGL TRUE)
 +
INCLUDE(${QT_USE_FILE})
 +
INCLUDE_DIRECTORIES(${QT_INCLUDES}
 +
                    /usr/local/include
 +
                    /usr/include)
 +
# Headers with Q_OBJECT macro.
 +
SET(
 +
    H3D_QT4_MOC_HDR
 +
    GLWidget.h
 +
)
 +
QT4_WRAP_CPP(H3D_QT4_MOC_SRC ${H3D_QT4_MOC_HDR})
 +
# Sources.
 +
SET(
 +
    H3D_QT4_SRC
 +
    GLWidget.cpp
 +
    main.cpp
 +
)
 +
ADD_EXECUTABLE(h3d_qt4 ${H3D_QT4_MOC_SRC} ${H3D_QT4_SRC})
 +
TARGET_LINK_LIBRARIES(h3d_qt4 Horde3D Horde3DUtils ${QT_LIBRARIES})
 
</source>
 
</source>
 
}}
 
}}
--[[User:Wild13|Rj]] 05:28, 5 August 2008 (CEST)
 
}}
 
|  valign="top" | {{Extension_Summary|
 
name = Horde With Qt4|
 
screenshot = H3DPlaceHolder.png|
 
description = This tutorial introduces the use of Horde3D with Qt4|
 
version = 1.0|
 
horde3dversion = 1.0 beta|
 
released = 2008-08-5|
 
author = Raynaldo Rivera|
 
 
}}
 
}}
 +
[http://kornerr.alfamoon.com/images/h3d_qt4.png The result should look like this]
 
|}
 
|}
 
[[category: Tutorials]]
 
[[category: Tutorials]]

Latest revision as of 04:59, 10 February 2010

Before you start you should read QtOpenGL tutorial: http://doc.trolltech.com/4.6/opengl-hellogl.html (Substitute correct version of your Qt distribution).

Horde3D library should be already installed for build scripts to succeed.

GLWidget.h
#ifndef GL_WIDGET_H
#define GL_WIDGET_H

#include <QtOpenGL>
#include <horde3d/Horde3D.h>
#include <horde3d/Horde3DUtils.h>

class GLWidget : public QGLWidget {
    Q_OBJECT
    public:
        GLWidget();
        ~GLWidget();

        QSize minimumSizeHint() const {
            return QSize(640, 480);
        }
        QSize sizeHint() const {
            return QSize(640, 480);
        }

    protected:
        void initializeGL();
        void paintGL();
        void resizeGL(int width, int height);

    private:
        H3DRes mCam;
};

#endif // GL_WIDGET_H
GLWidget.cpp
#include "GLWidget.h"
#include <stdexcept>

GLWidget::GLWidget() : QGLWidget() { }

GLWidget::~GLWidget() {
    h3dutDumpMessages();
    h3dRelease();
}

void GLWidget::initializeGL() {
    if (!h3dInit()) {
        h3dutDumpMessages();
        throw std::runtime_error("Could not initialize renderer");
    }
    H3DRes pipeline = h3dAddResource(
        H3DResTypes::Pipeline, "pipelines/forward.pipeline.xml", 0);
    H3DRes knight = h3dAddResource(
        H3DResTypes::SceneGraph , "models/knight/knight.scene.xml", 0);
    h3dutLoadResourcesFromDisk("Content");
    H3DNode node = h3dAddNodes(H3DRootNode, knight);
    h3dSetNodeTransform(node, 0,0,0, 0,0,0, 1,1,1);
    mCam = h3dAddCameraNode(H3DRootNode, "cam", pipeline);
    h3dSetNodeTransform(mCam, 0,40,-40, 23,-166,0, 1,1,1);
}

void GLWidget::paintGL() {
    h3dRender(mCam);
}

void GLWidget::resizeGL(int width, int height) {
    h3dSetupViewport(0, 0, width, height, true);
    h3dSetupCameraView(
        mCam, 45.0f, static_cast<float>(width)/height, 0.1f, 1000.0f);
}
main.cpp
#include "GLWidget.h"
#include <QApplication>

int main(int argc, char* argv[]) {
    QApplication app(argc, argv);
    GLWidget glw;
    glw.show();
    return app.exec();
}

QMake project file:

h3d_qt4.pro
TEMPLATE = app
TARGET = h3d_qt4
DEPENDPATH += .
INCLUDEPATH += .
LIBS += -lHorde3D -lHorde3DUtils
QT += opengl

# Input
HEADERS += GLWidget.h
SOURCES += GLWidget.cpp main.cpp

Note: Linkage order for your application

CMake project file:

CMakeLists.txt
PROJECT(H3D_QT4)

CMAKE_MINIMUM_REQUIRED(VERSION 2.6)
CMAKE_POLICY(VERSION 2.6)
# Debug, all warnings.
ADD_DEFINITIONS(-g -Wall)
# Find Qt4.
INCLUDE(FindQt4)
FIND_PACKAGE(Qt4 REQUIRED)
SET(QT_USE_QTOPENGL TRUE)
INCLUDE(${QT_USE_FILE})
INCLUDE_DIRECTORIES(${QT_INCLUDES}
                    /usr/local/include
                    /usr/include)
# Headers with Q_OBJECT macro.
SET(
    H3D_QT4_MOC_HDR
    GLWidget.h
)
QT4_WRAP_CPP(H3D_QT4_MOC_SRC ${H3D_QT4_MOC_HDR})
# Sources.
SET(
    H3D_QT4_SRC
    GLWidget.cpp
    main.cpp
)
ADD_EXECUTABLE(h3d_qt4 ${H3D_QT4_MOC_SRC} ${H3D_QT4_SRC})
TARGET_LINK_LIBRARIES(h3d_qt4 Horde3D Horde3DUtils ${QT_LIBRARIES})

The result should look like this