qt3d/examples/qt3d/custom-mesh-cpp/main.cpp

262 lines
9.4 KiB
C++
Raw Normal View History

/****************************************************************************
**
** Copyright (C) 2015 Klaralvdalens Datakonsult AB (KDAB).
** Contact: http://www.qt-project.org/legal
**
** This file is part of the Qt3D module of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:LGPL3$
** Commercial License Usage
** Licensees holding valid commercial Qt licenses may use this file in
** accordance with the commercial license agreement provided with the
** Software or, alternatively, in accordance with the terms contained in
** a written agreement between you and The Qt Company. For licensing terms
** and conditions see http://www.qt.io/terms-conditions. For further
** information use the contact form at http://www.qt.io/contact-us.
**
** GNU Lesser General Public License Usage
** Alternatively, this file may be used under the terms of the GNU Lesser
** General Public License version 3 as published by the Free Software
** Foundation and appearing in the file LICENSE.LGPLv3 included in the
** packaging of this file. Please review the following information to
** ensure the GNU Lesser General Public License version 3 requirements
** will be met: https://www.gnu.org/licenses/lgpl.html.
**
** GNU General Public License Usage
** Alternatively, this file may be used under the terms of the GNU
** General Public License version 2.0 or later as published by the Free
** Software Foundation and appearing in the file LICENSE.GPL included in
** the packaging of this file. Please review the following information to
** ensure the GNU General Public License version 2.0 requirements will be
** met: http://www.gnu.org/licenses/gpl-2.0.html.
**
** $QT_END_LICENSE$
**
****************************************************************************/
#include <QGuiApplication>
#include <window.h>
#include <Qt3DCore/QEntity>
#include <Qt3DCore/QCamera>
#include <Qt3DCore/QCameraLens>
#include <Qt3DCore/QTransform>
#include <Qt3DCore/QLookAtTransform>
#include <Qt3DCore/QScaleTransform>
#include <Qt3DCore/QRotateTransform>
#include <Qt3DCore/QTranslateTransform>
#include <Qt3DCore/QAspectEngine>
#include <Qt3DInput/QInputAspect>
#include <Qt3DRenderer/QStateSet>
#include <Qt3DRenderer/QRenderAspect>
#include <Qt3DRenderer/QFrameGraph>
#include <Qt3DRenderer/QForwardRenderer>
#include <Qt3DRenderer/QPerVertexColorMaterial>
#include <Qt3DRenderer/QGeometryRenderer>
#include <Qt3DRenderer/QGeometry>
#include <Qt3DRenderer/QAttribute>
#include <Qt3DRenderer/QBuffer>
#include <QPropertyAnimation>
int main(int argc, char* argv[])
{
QGuiApplication app(argc, argv);
Window view;
Qt3D::QAspectEngine engine;
engine.registerAspect(new Qt3D::QRenderAspect());
Qt3DInput::QInputAspect *input = new Qt3DInput::QInputAspect;
engine.registerAspect(input);
engine.initialize();
QVariantMap data;
data.insert(QStringLiteral("surface"), QVariant::fromValue(static_cast<QSurface *>(&view)));
data.insert(QStringLiteral("eventSource"), QVariant::fromValue(&view));
engine.setData(data);
// Root entity
Qt3D::QEntity *rootEntity = new Qt3D::QEntity();
// Camera
Qt3D::QCamera *cameraEntity = new Qt3D::QCamera(rootEntity);
cameraEntity->lens()->setPerspectiveProjection(45.0f, 16.0f/9.0f, 0.1f, 1000.0f);
cameraEntity->setPosition(QVector3D(0, 0, -40.0f));
cameraEntity->setUpVector(QVector3D(0, 1, 0));
cameraEntity->setViewCenter(QVector3D(0, 0, 0));
input->setCamera(cameraEntity);
// FrameGraph
Qt3D::QFrameGraph *frameGraph = new Qt3D::QFrameGraph();
Qt3D::QForwardRenderer *forwardRenderer = new Qt3D::QForwardRenderer();
forwardRenderer->setClearColor(QColor::fromRgbF(0.0, 0.5, 1.0, 1.0));
forwardRenderer->setCamera(cameraEntity);
frameGraph->setActiveFrameGraph(forwardRenderer);
// Material
Qt3D::QMaterial *material = new Qt3D::QPerVertexColorMaterial(rootEntity);
// Torus
Qt3D::QEntity *customMeshEntity = new Qt3D::QEntity(rootEntity);
// Transform
Qt3D::QTransform *transform = new Qt3D::QTransform;
Qt3D::QScaleTransform *scaleTransform = new Qt3D::QScaleTransform;
scaleTransform->setScale(8.0f);
transform->addTransform(scaleTransform);
// Custom Mesh (TetraHedron)
Qt3D::QGeometryRenderer *customMeshRenderer = new Qt3D::QGeometryRenderer;
Qt3D::QGeometry *customGeometry = new Qt3D::QGeometry(customMeshRenderer);
Qt3D::QBuffer *vertexDataBuffer = new Qt3D::QBuffer(Qt3D::QBuffer::VertexBuffer, customGeometry);
Qt3D::QBuffer *indexDataBuffer = new Qt3D::QBuffer(Qt3D::QBuffer::IndexBuffer, customGeometry);
// vec3 for position
// vec3 for colors
// vec3 for normals
/* 2
/|\
/ | \
/ /3\ \
0/___\ 1
*/
// 4 distinct vertices
QByteArray vertexBufferData;
vertexBufferData.resize(4 * (3 + 3 + 3) * sizeof(float));
// Vertices
QVector3D v0(-1.0f, 0.0f, -1.0f);
QVector3D v1(1.0f, 0.0f, -1.0f);
QVector3D v2(0.0f, 1.0f, 0.0f);
QVector3D v3(0.0f, 0.0f, 1.0f);
// Faces Normals
QVector3D n023 = QVector3D::normal(v0, v2, v3);
QVector3D n012 = QVector3D::normal(v0, v1, v2);
QVector3D n310 = QVector3D::normal(v3, v1, v0);
QVector3D n132 = QVector3D::normal(v1, v3, v2);
// Vector Normals
QVector3D n0 = QVector3D(n023 + n012 + n310).normalized();
QVector3D n1 = QVector3D(n132 + n012 + n310).normalized();
QVector3D n2 = QVector3D(n132 + n012 + n023).normalized();
QVector3D n3 = QVector3D(n132 + n310 + n023).normalized();
// Colors
QVector3D red(1.0f, 0.0f, 0.0f);
QVector3D green(0.0f, 1.0f, 0.0f);
QVector3D blue(0.0f, 0.0f, 1.0f);
QVector3D white(1.0f, 1.0f, 1.0f);
QVector<QVector3D> vertices = QVector<QVector3D>()
<< v0 << n0 << red
<< v1 << n1 << blue
<< v2 << n2 << green
<< v3 << n3 << white;
float *rawVertexArray = reinterpret_cast<float *>(vertexBufferData.data());
int idx = 0;
Q_FOREACH (const QVector3D &v, vertices) {
rawVertexArray[idx++] = v.x();
rawVertexArray[idx++] = v.y();
rawVertexArray[idx++] = v.z();
}
// Indices (12)
QByteArray indexBufferData;
indexBufferData.resize(4 * 3 * sizeof(ushort));
ushort *rawIndexArray = reinterpret_cast<ushort *>(indexBufferData.data());
// Front
rawIndexArray[0] = 0;
rawIndexArray[1] = 1;
rawIndexArray[2] = 2;
// Bottom
rawIndexArray[3] = 3;
rawIndexArray[4] = 1;
rawIndexArray[5] = 0;
// Left
rawIndexArray[6] = 0;
rawIndexArray[7] = 2;
rawIndexArray[8] = 3;
// Right
rawIndexArray[9] = 1;
rawIndexArray[10] = 3;
rawIndexArray[11] = 2;
vertexDataBuffer->setData(vertexBufferData);
indexDataBuffer->setData(indexBufferData);
// Attributes
Qt3D::QAttribute *positionAttribute = new Qt3D::QAttribute();
positionAttribute->setAttributeType(Qt3D::QAttribute::VertexAttribute);
positionAttribute->setBuffer(vertexDataBuffer);
positionAttribute->setDataType(Qt3D::QAttribute::Float);
positionAttribute->setDataSize(3);
positionAttribute->setByteOffset(0);
positionAttribute->setByteStride(9 * sizeof(float));
positionAttribute->setCount(4);
positionAttribute->setName(Qt3D::QAttribute::defaultPositionAttributeName());
Qt3D::QAttribute *normalAttribute = new Qt3D::QAttribute();
normalAttribute->setAttributeType(Qt3D::QAttribute::VertexAttribute);
normalAttribute->setBuffer(vertexDataBuffer);
normalAttribute->setDataType(Qt3D::QAttribute::Float);
normalAttribute->setDataSize(3);
normalAttribute->setByteOffset(3 * sizeof(float));
normalAttribute->setByteStride(9 * sizeof(float));
normalAttribute->setCount(4);
normalAttribute->setName(Qt3D::QAttribute::defaultNormalAttributeName());
Qt3D::QAttribute *colorAttribute = new Qt3D::QAttribute();
colorAttribute->setAttributeType(Qt3D::QAttribute::VertexAttribute);
colorAttribute->setBuffer(vertexDataBuffer);
colorAttribute->setDataType(Qt3D::QAttribute::Float);
colorAttribute->setDataSize(3);
colorAttribute->setByteOffset(6 * sizeof(float));
colorAttribute->setByteStride(9 * sizeof(float));
colorAttribute->setCount(4);
colorAttribute->setName(Qt3D::QAttribute::defaultColorAttributeName());
Qt3D::QAttribute *indexAttribute = new Qt3D::QAttribute();
indexAttribute->setAttributeType(Qt3D::QAttribute::IndexAttribute);
indexAttribute->setBuffer(indexDataBuffer);
indexAttribute->setDataType(Qt3D::QAttribute::UnsignedShort);
indexAttribute->setDataSize(1);
indexAttribute->setByteOffset(0);
indexAttribute->setByteStride(0);
indexAttribute->setCount(12);
customGeometry->addAttribute(positionAttribute);
customGeometry->addAttribute(normalAttribute);
customGeometry->addAttribute(colorAttribute);
customGeometry->addAttribute(indexAttribute);
customMeshRenderer->setInstanceCount(1);
customMeshRenderer->setBaseVertex(0);
customMeshRenderer->setBaseInstance(0);
customMeshRenderer->setPrimitiveType(Qt3D::QGeometryRenderer::Triangles);
customMeshRenderer->setGeometry(customGeometry);
// 4 faces of 3 points
customMeshRenderer->setPrimitiveCount(12);
customMeshEntity->addComponent(customMeshRenderer);
customMeshEntity->addComponent(transform);
customMeshEntity->addComponent(material);
rootEntity->addComponent(frameGraph);
engine.setRootEntity(rootEntity);
view.show();
return app.exec();
}