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[Worklog] Cross-Platform NURBS Surface Editor (C++, Qt, OpenGL)

post #1 of 38
Thread Starter 
Hey all,

I know this is an unusual idea - to make a coding "worklog". I'm hoping it will motivate me to actually get some work done and if you're up for it I'll bounce some ideas around in this thread. I'd still call myself a beginner programmer, though I should probably give myself a little more credit than that. I've had experience with Fortran and C++, and I tend to pick this kind of stuff up pretty quickly.

My aim is to develop a cross-platform NURBS surface editor. NURBS (Non-Uniform Rational B-Splines) surfaces are 3-dimensional surfaces defined by a number of control points.

My aim is to render the NURBS surfaces in a pretty fashion (not just mono-colour paint-style) - this is important because NURBS are smooth surfaces and some visual indication of curvature is important. I imagine this will lead me down the path of playing with shadows and lighting.

Asides from rendering, the NURBS surfaces have to be interactive - meaning that the control points can be dragged to instantly change the shape of the splines. Being 3-dimensional, I will have to go beyond the idea of just picking up the mouse clicks, since 3D translation of some sort will be required.


This is not just a learning exercise; it is code that I hope to work into something much larger - so it has to be highly robust and versatile.

As it stands, I am planning on satisfying the "cross-platform" criteria by using Qt. I have a VM which I can use to test the Linux implementation as I work. The rendering area I plan to implement with OpenGL, particularly the wrapper/libraries provided by Qt.

I've tried to make a roadmap of how I will achieve my goal.

Stage 1:
[01] Qt: Main Window
[02] Qt: Dialogs
[03] Qt: Console Box
[04] OpenGL: Using an OpenGL widget in Qt
[05] OpenGL: Drawing basic shapes
[06] OpenGL: Detecting inputs on the OpenGL widget
[07] OpenGL: Reacting to inputs
[08] Spline: Make a 2D spline in standard c++
[09] Spline: Implement B-spline drawing in OpenGL

Stage 2:
[10] OpenGL: Updating OpenGL in a separate thread to input detection (message loop)
[11] OpenGL: Adding b-spline control points
[12] OpenGL: Detecting click+drag, updating the display
[13] ....

Stage 3:
3D Implementation


If anyone has opinions, ideas or experience with anything that may be relevant, I'd be glad to hear. Here's some topics to get the ball rolling:

  • Is OpenGL the way to do this?
  • Where would I even start with the 3D translation?

I will be updating with screenshots of the progress as I venture forwards, but I don't expect this to be a quick project. Where possible I'll also share bits of my source code - particularly in regards to Qt/OpenGL (less of the maths bits).
Edited by Killhouse - 9/25/12 at 3:24pm
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post #2 of 38
Subscribing to this! smile.gif
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post #3 of 38
Thread Starter 
Nice smile.gif

I'm hoping to get the first 3 steps done in short order though I ran into a lot of issues last night (I'm at work now). The problem is that visual studio crashes when adding a Qt class via "Add Class -> Qt GUI Class".. I re-installed everything with no luck but maybe its because I was inheriting from a class which had not be #include'd. I don't want to have to manually code in new GUI classes every time I add something so I'll try and fix this before continuing.

Unfortunately I seem to be the only one in the world with this problem. Qt has fantastic documentation, but very little turns up when you start googling for Qt issues.
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post #4 of 38
Subbed biggrin.gif I like the idea of a coding work log as it is always interesting to see how others build.
 
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post #5 of 38
Thread Starter 
Quote:
Originally Posted by mdatmo View Post

Subbed biggrin.gif I like the idea of a coding work log as it is always interesting to see how others build.

Me too biggrin.gif Maybe it will catch on?

Tried to fix the visual studio issue over lunch, but got nowhere. I think I'll just resort to manually adding the files.. I'll probably learn more that way anyway! Hopefully I can get a functioning dialog and console box done tonight smile.gif
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post #6 of 38
I'd do a work log too...that is, if I did anything of substance. redface.gifbiggrin.gif

If you're using Qt, why not use Qt Creator as your IDE, instead? Or are you wanting to do something that Visual Studio does better?

I've played around with Qt a bit before, but haven't done any work with OpenGL.
 
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post #7 of 38
Thread Starter 
I tried Qt creator but visual studio has too many features that I would miss - easy debugging, visual assist, etc., etc.. Plus its an ugly IDE wink.gif

I've been doing some more research on the fundamentals of Qt - QObjects, Slots & Signals, etc.. I think I can get away with not using some of the Qt IDE features if I know what is actually happening in the code.

I'm like you really. I've played around with Qt a little bit, but I've never touched openGL... its kinda scary biggrin.gif
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post #8 of 38
Someone remind me to put Qt on my to do list! If it can integrate into VS (even partially) I'd check it out for sure.
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post #9 of 38
Thread Starter 
http://qt-project.org/downloads#qt-other

Only works with the non-express version, but it works pretty well. I'll post a screenshot later. You can open .ui elements straight from VS (they open in Qt Designer) and you can compile straight from VS too. You also get the option to parse all the Qt directories with Visual Assist. And to export the project to a qmake .pro file, for compiling with qmake/make on other platforms.

It'd be nice if the automatic class creation worked though thinking.gif
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post #10 of 38
Quote:
Originally Posted by Killhouse View Post

http://qt-project.org/downloads#qt-other
Only works with the non-express version, but it works pretty well. I'll post a screenshot later. You can open .ui elements straight from VS (they open in Qt Designer) and you can compile straight from VS too. You also get the option to parse all the Qt directories with Visual Assist. And to export the project to a qmake .pro file, for compiling with qmake/make on other platforms.
It'd be nice if the automatic class creation worked though thinking.gif

I'm sorry, what's an "express version"?

tongue.giftongue.giftongue.giftongue.giftongue.gif

Great, thanks for that!!!
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