mirror of https://github.com/qt/qt3d.git
312 lines
12 KiB
C++
312 lines
12 KiB
C++
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/****************************************************************************
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**
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** Copyright (C) 2020 Klaralvdalens Datakonsult AB (KDAB).
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** Contact: https://www.qt.io/licensing/
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**
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** This file is part of the Qt3D module of the Qt Toolkit.
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**
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** $QT_BEGIN_LICENSE:BSD$
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** Commercial License Usage
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** Licensees holding valid commercial Qt licenses may use this file in
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** accordance with the commercial license agreement provided with the
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** Software or, alternatively, in accordance with the terms contained in
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** a written agreement between you and The Qt Company. For licensing terms
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** and conditions see https://www.qt.io/terms-conditions. For further
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** information use the contact form at https://www.qt.io/contact-us.
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**
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** BSD License Usage
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** Alternatively, you may use this file under the terms of the BSD license
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** as follows:
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**
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** "Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions are
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** met:
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** * Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** * Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in
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** the documentation and/or other materials provided with the
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** distribution.
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** * Neither the name of The Qt Company Ltd nor the names of its
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** contributors may be used to endorse or promote products derived
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** from this software without specific prior written permission.
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**
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**
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** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
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**
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** $QT_END_LICENSE$
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**
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****************************************************************************/
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#include <QGuiApplication>
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#include <Qt3DCore/QEntity>
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#include <Qt3DRender/QCamera>
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#include <Qt3DRender/QCameraLens>
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#include <Qt3DCore/QTransform>
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#include <Qt3DCore/QAspectEngine>
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#include <Qt3DInput/QInputAspect>
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#include <Qt3DRender/QRenderAspect>
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#include <Qt3DRender/QGeometryRenderer>
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#include <Qt3DRender/QTexture>
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#include <Qt3DRender/QRenderTarget>
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#include <Qt3DRender/QRenderTargetOutput>
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#include <Qt3DRender/QRenderTargetSelector>
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#include <Qt3DRender/QRenderPassFilter>
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#include <Qt3DRender/QTechnique>
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#include <Qt3DRender/QEffect>
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#include <Qt3DExtras/QForwardRenderer>
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#include <Qt3DExtras/QPhongMaterial>
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#include <Qt3DExtras/QTextureMaterial>
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#include <Qt3DExtras/QSphereMesh>
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#include <Qt3DExtras/QTorusMesh>
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#include <QCameraSelector>
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#include <QCuboidMesh>
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#include <QDebugOverlay>
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#include <QFilterKey>
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#include <QFrustumCulling>
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#include <QPropertyAnimation>
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#include <QRenderSurfaceSelector>
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#include <QRenderSurfaceSelector>
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#include <QTechniqueFilter>
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#include <QTexture>
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#include <QViewport>
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#include "qt3dwindow.h"
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#include "orbittransformcontroller.h"
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#include "qorbitcameracontroller.h"
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class Renderer : public Qt3DRender::QRenderSurfaceSelector
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{
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public:
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Renderer()
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: Qt3DRender::QRenderSurfaceSelector()
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, m_texture(new Qt3DRender::QTexture2D())
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, m_renderTarget(new Qt3DRender::QRenderTarget())
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, m_renderTargetOutput(new Qt3DRender::QRenderTargetOutput())
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, m_renderTargetSelector(new Qt3DRender::QRenderTargetSelector())
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, m_fboPassFilter(new Qt3DRender::QRenderPassFilter())
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, m_childCameraSelector(new Qt3DRender::QCameraSelector())
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, m_childClearBuffer(new Qt3DRender::QClearBuffers())
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, m_childFrustumCulling(new Qt3DRender::QFrustumCulling())
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, m_technique{new Qt3DRender::QTechniqueFilter{}}
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, m_viewport(new Qt3DRender::QViewport())
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, m_mainCameraSelector(new Qt3DRender::QCameraSelector())
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, m_mainClearBuffer(new Qt3DRender::QClearBuffers())
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, m_mainFrustumCulling(new Qt3DRender::QFrustumCulling())
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, m_debugOverlay(new Qt3DRender::QDebugOverlay())
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{
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// First set-up the framegraph branch that will render to texture
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m_texture->setWidth(512);
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m_texture->setHeight(512);
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m_texture->setFormat(Qt3DRender::QAbstractTexture::RGBA8_UNorm);
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m_texture->setParent(m_renderTargetOutput);
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m_renderTargetOutput->setTexture(m_texture);
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m_renderTargetOutput->setAttachmentPoint(Qt3DRender::QRenderTargetOutput::Color0);
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m_renderTargetOutput->setParent(m_renderTarget);
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m_renderTarget->addOutput(m_renderTargetOutput);
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m_renderTarget->setParent(m_renderTargetSelector);
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m_childFrustumCulling->setParent(m_childClearBuffer);
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m_childClearBuffer->setParent(m_childCameraSelector);
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m_childCameraSelector->setParent(m_renderTargetSelector);
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m_renderTargetSelector->setTarget(m_renderTarget);
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m_renderTargetSelector->setParent(m_fboPassFilter);
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m_fboPassFilter->setParent(this);
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{
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auto fboPass = new Qt3DRender::QFilterKey(this);
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fboPass->setName(QStringLiteral("pass"));
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fboPass->setValue(QStringLiteral("fbo"));
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m_fboPassFilter->addMatch(fboPass);
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}
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// Then the framegraph branch that renders the texture on a sphere and that sphere to the screen
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m_debugOverlay->setParent(m_mainFrustumCulling);
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m_debugOverlay->setEnabled(false);
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m_mainFrustumCulling->setParent(m_mainClearBuffer);
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m_mainClearBuffer->setParent(m_mainCameraSelector);
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m_mainCameraSelector->setParent(m_viewport);
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m_viewport->setParent(m_technique);
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m_technique->setParent(this);
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m_viewport->setNormalizedRect(QRectF(0.0, 0.0, 1.0, 1.0));
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m_mainClearBuffer->setClearColor(Qt::white);
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m_mainClearBuffer->setBuffers(Qt3DRender::QClearBuffers::ColorDepthBuffer);
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m_childClearBuffer->setClearColor(Qt::blue);
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m_childClearBuffer->setBuffers(Qt3DRender::QClearBuffers::ColorDepthBuffer);
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{
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auto forwardRenderingStyle = new Qt3DRender::QFilterKey(this);
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forwardRenderingStyle->setName(QStringLiteral("renderingStyle"));
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forwardRenderingStyle->setValue(QStringLiteral("forward"));
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m_technique->addMatch(forwardRenderingStyle);
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}
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}
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void setCamera(Qt3DCore::QEntity *camera)
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{
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m_childCameraSelector->setCamera(camera);
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m_mainCameraSelector->setCamera(camera);
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}
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Qt3DRender::QTexture2D* texture() const noexcept { return m_texture; }
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private:
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Qt3DRender::QTexture2D* m_texture{};
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Qt3DRender::QRenderTarget* m_renderTarget{};
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Qt3DRender::QRenderTargetOutput* m_renderTargetOutput{};
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Qt3DRender::QRenderTargetSelector* m_renderTargetSelector{};
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Qt3DRender::QRenderPassFilter* m_fboPassFilter{};
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Qt3DRender::QCameraSelector *m_childCameraSelector{};
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Qt3DRender::QClearBuffers *m_childClearBuffer{};
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Qt3DRender::QFrustumCulling *m_childFrustumCulling{};
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Qt3DRender::QTechniqueFilter* m_technique{};
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Qt3DRender::QViewport *m_viewport{};
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Qt3DRender::QCameraSelector *m_mainCameraSelector{};
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Qt3DRender::QClearBuffers *m_mainClearBuffer{};
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Qt3DRender::QFrustumCulling *m_mainFrustumCulling{};
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Qt3DRender::QDebugOverlay *m_debugOverlay{};
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};
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Qt3DCore::QEntity *createScene(const Renderer& renderer)
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{
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// Root entity
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Qt3DCore::QEntity *rootEntity = new Qt3DCore::QEntity;
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{
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// Material
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Qt3DRender::QMaterial *childMaterial = new Qt3DExtras::QPhongMaterial(rootEntity);
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// Put this in the fbo render pass
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{
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auto fboPass = new Qt3DRender::QFilterKey(childMaterial);
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fboPass->setName(QStringLiteral("pass"));
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fboPass->setValue(QStringLiteral("fbo"));
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for (auto technique : childMaterial->effect()->techniques())
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{
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const auto keys = technique->filterKeys();
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for (auto key : keys)
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technique->removeFilterKey(key);
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for (auto pass : technique->renderPasses())
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pass->addFilterKey(fboPass);
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}
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}
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// Torus
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Qt3DCore::QEntity *torusEntity = new Qt3DCore::QEntity(rootEntity);
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Qt3DExtras::QTorusMesh *torusMesh = new Qt3DExtras::QTorusMesh;
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torusMesh->setRadius(5);
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torusMesh->setMinorRadius(1);
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torusMesh->setRings(100);
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torusMesh->setSlices(20);
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Qt3DCore::QTransform *torusTransform = new Qt3DCore::QTransform;
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torusTransform->setScale3D(QVector3D(1.5, 1, 0.5));
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torusTransform->setRotation(QQuaternion::fromAxisAndAngle(QVector3D(1, 0, 0), 45.0f));
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auto renderer = new Qt3DRender::QGeometryRenderer;
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renderer->setView(torusMesh);
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torusEntity->addComponent(renderer);
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torusEntity->addComponent(torusTransform);
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torusEntity->addComponent(childMaterial);
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// Sphere
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Qt3DCore::QEntity *sphereEntity = new Qt3DCore::QEntity(rootEntity);
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Qt3DExtras::QSphereMesh *sphereMesh = new Qt3DExtras::QSphereMesh;
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sphereMesh->setRadius(3);
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sphereMesh->setGenerateTangents(true);
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Qt3DCore::QTransform *sphereTransform = new Qt3DCore::QTransform;
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OrbitTransformController *controller = new OrbitTransformController(sphereTransform);
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controller->setTarget(sphereTransform);
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controller->setRadius(20.0f);
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QPropertyAnimation *sphereRotateTransformAnimation = new QPropertyAnimation(sphereTransform);
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sphereRotateTransformAnimation->setTargetObject(controller);
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sphereRotateTransformAnimation->setPropertyName("angle");
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sphereRotateTransformAnimation->setStartValue(QVariant::fromValue(0));
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sphereRotateTransformAnimation->setEndValue(QVariant::fromValue(360));
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sphereRotateTransformAnimation->setDuration(10000);
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sphereRotateTransformAnimation->setLoopCount(-1);
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sphereRotateTransformAnimation->start();
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renderer = new Qt3DRender::QGeometryRenderer;
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renderer->setView(sphereMesh);
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sphereEntity->addComponent(renderer);
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sphereEntity->addComponent(sphereTransform);
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sphereEntity->addComponent(childMaterial);
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}
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{
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auto mainMaterial = new Qt3DExtras::QTextureMaterial(rootEntity);
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mainMaterial->setTexture(renderer.texture());
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// Sphere
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auto sphereEntity = new Qt3DCore::QEntity(rootEntity);
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auto cubeMesh = new Qt3DExtras::QCuboidMesh;
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auto sphereTransform = new Qt3DCore::QTransform;
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sphereTransform->setRotationY(100);
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auto renderer = new Qt3DRender::QGeometryRenderer;
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renderer->setView(cubeMesh);
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cubeMesh->setXExtent(10);
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cubeMesh->setYExtent(10);
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cubeMesh->setZExtent(10);
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sphereEntity->addComponent(renderer);
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sphereEntity->addComponent(sphereTransform);
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sphereEntity->addComponent(mainMaterial);
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}
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return rootEntity;
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}
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int main(int argc, char* argv[])
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{
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QGuiApplication app(argc, argv);
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Qt3DExtras::Qt3DWindow view;
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auto renderer = new Renderer;
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view.setActiveFrameGraph(renderer);
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Qt3DCore::QEntity *scene = createScene(*renderer);
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// Camera
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Qt3DRender::QCamera *camera = view.camera();
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renderer->setCamera(camera);
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camera->lens()->setPerspectiveProjection(45.0f, 16.0f/9.0f, 0.1f, 1000.0f);
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camera->setPosition(QVector3D(0, 0, 40.0f));
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camera->setViewCenter(QVector3D(0, 0, 0));
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// For camera controls
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Qt3DExtras::QOrbitCameraController *camController = new Qt3DExtras::QOrbitCameraController(scene);
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camController->setLinearSpeed( 50.0f );
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camController->setLookSpeed( 180.0f );
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camController->setCamera(camera);
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view.setRootEntity(scene);
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view.show();
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return app.exec();
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}
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