qt3d/tests/manual/rendertarget-cpp/main.cpp

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/****************************************************************************
**
** Copyright (C) 2020 Klaralvdalens Datakonsult AB (KDAB).
** Contact: https://www.qt.io/licensing/
**
** This file is part of the Qt3D module of the Qt Toolkit.
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**
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#include <QGuiApplication>
#include <Qt3DCore/QEntity>
#include <Qt3DRender/QCamera>
#include <Qt3DRender/QCameraLens>
#include <Qt3DCore/QTransform>
#include <Qt3DCore/QAspectEngine>
#include <Qt3DInput/QInputAspect>
#include <Qt3DRender/QRenderAspect>
#include <Qt3DRender/QGeometryRenderer>
#include <Qt3DRender/QTexture>
#include <Qt3DRender/QRenderTarget>
#include <Qt3DRender/QRenderTargetOutput>
#include <Qt3DRender/QRenderTargetSelector>
#include <Qt3DRender/QRenderPassFilter>
#include <Qt3DRender/QTechnique>
#include <Qt3DRender/QEffect>
#include <Qt3DExtras/QForwardRenderer>
#include <Qt3DExtras/QPhongMaterial>
#include <Qt3DExtras/QTextureMaterial>
#include <Qt3DExtras/QSphereMesh>
#include <Qt3DExtras/QTorusMesh>
#include <QCameraSelector>
#include <QCuboidMesh>
#include <QDebugOverlay>
#include <QFilterKey>
#include <QFrustumCulling>
#include <QPropertyAnimation>
#include <QRenderSurfaceSelector>
#include <QRenderSurfaceSelector>
#include <QTechniqueFilter>
#include <QTexture>
#include <QViewport>
#include "qt3dwindow.h"
#include "orbittransformcontroller.h"
#include "qorbitcameracontroller.h"
class Renderer : public Qt3DRender::QRenderSurfaceSelector
{
public:
Renderer()
: Qt3DRender::QRenderSurfaceSelector()
, m_texture(new Qt3DRender::QTexture2D())
, m_renderTarget(new Qt3DRender::QRenderTarget())
, m_renderTargetOutput(new Qt3DRender::QRenderTargetOutput())
, m_renderTargetSelector(new Qt3DRender::QRenderTargetSelector())
, m_fboPassFilter(new Qt3DRender::QRenderPassFilter())
, m_childCameraSelector(new Qt3DRender::QCameraSelector())
, m_childClearBuffer(new Qt3DRender::QClearBuffers())
, m_childFrustumCulling(new Qt3DRender::QFrustumCulling())
, m_technique{new Qt3DRender::QTechniqueFilter{}}
, m_viewport(new Qt3DRender::QViewport())
, m_mainCameraSelector(new Qt3DRender::QCameraSelector())
, m_mainClearBuffer(new Qt3DRender::QClearBuffers())
, m_mainFrustumCulling(new Qt3DRender::QFrustumCulling())
, m_debugOverlay(new Qt3DRender::QDebugOverlay())
{
// First set-up the framegraph branch that will render to texture
m_texture->setWidth(512);
m_texture->setHeight(512);
m_texture->setFormat(Qt3DRender::QAbstractTexture::RGBA8_UNorm);
m_texture->setParent(m_renderTargetOutput);
m_renderTargetOutput->setTexture(m_texture);
m_renderTargetOutput->setAttachmentPoint(Qt3DRender::QRenderTargetOutput::Color0);
m_renderTargetOutput->setParent(m_renderTarget);
m_renderTarget->addOutput(m_renderTargetOutput);
m_renderTarget->setParent(m_renderTargetSelector);
m_childFrustumCulling->setParent(m_childClearBuffer);
m_childClearBuffer->setParent(m_childCameraSelector);
m_childCameraSelector->setParent(m_renderTargetSelector);
m_renderTargetSelector->setTarget(m_renderTarget);
m_renderTargetSelector->setParent(m_fboPassFilter);
m_fboPassFilter->setParent(this);
{
auto fboPass = new Qt3DRender::QFilterKey(this);
fboPass->setName(QStringLiteral("pass"));
fboPass->setValue(QStringLiteral("fbo"));
m_fboPassFilter->addMatch(fboPass);
}
// Then the framegraph branch that renders the texture on a sphere and that sphere to the screen
m_debugOverlay->setParent(m_mainFrustumCulling);
m_debugOverlay->setEnabled(false);
m_mainFrustumCulling->setParent(m_mainClearBuffer);
m_mainClearBuffer->setParent(m_mainCameraSelector);
m_mainCameraSelector->setParent(m_viewport);
m_viewport->setParent(m_technique);
m_technique->setParent(this);
m_viewport->setNormalizedRect(QRectF(0.0, 0.0, 1.0, 1.0));
m_mainClearBuffer->setClearColor(Qt::white);
m_mainClearBuffer->setBuffers(Qt3DRender::QClearBuffers::ColorDepthBuffer);
m_childClearBuffer->setClearColor(Qt::blue);
m_childClearBuffer->setBuffers(Qt3DRender::QClearBuffers::ColorDepthBuffer);
{
auto forwardRenderingStyle = new Qt3DRender::QFilterKey(this);
forwardRenderingStyle->setName(QStringLiteral("renderingStyle"));
forwardRenderingStyle->setValue(QStringLiteral("forward"));
m_technique->addMatch(forwardRenderingStyle);
}
}
void setCamera(Qt3DCore::QEntity *camera)
{
m_childCameraSelector->setCamera(camera);
m_mainCameraSelector->setCamera(camera);
}
Qt3DRender::QTexture2D* texture() const noexcept { return m_texture; }
private:
Qt3DRender::QTexture2D* m_texture{};
Qt3DRender::QRenderTarget* m_renderTarget{};
Qt3DRender::QRenderTargetOutput* m_renderTargetOutput{};
Qt3DRender::QRenderTargetSelector* m_renderTargetSelector{};
Qt3DRender::QRenderPassFilter* m_fboPassFilter{};
Qt3DRender::QCameraSelector *m_childCameraSelector{};
Qt3DRender::QClearBuffers *m_childClearBuffer{};
Qt3DRender::QFrustumCulling *m_childFrustumCulling{};
Qt3DRender::QTechniqueFilter* m_technique{};
Qt3DRender::QViewport *m_viewport{};
Qt3DRender::QCameraSelector *m_mainCameraSelector{};
Qt3DRender::QClearBuffers *m_mainClearBuffer{};
Qt3DRender::QFrustumCulling *m_mainFrustumCulling{};
Qt3DRender::QDebugOverlay *m_debugOverlay{};
};
Qt3DCore::QEntity *createScene(const Renderer& renderer)
{
// Root entity
Qt3DCore::QEntity *rootEntity = new Qt3DCore::QEntity;
{
// Material
Qt3DRender::QMaterial *childMaterial = new Qt3DExtras::QPhongMaterial(rootEntity);
// Put this in the fbo render pass
{
auto fboPass = new Qt3DRender::QFilterKey(childMaterial);
fboPass->setName(QStringLiteral("pass"));
fboPass->setValue(QStringLiteral("fbo"));
for (auto technique : childMaterial->effect()->techniques())
{
const auto keys = technique->filterKeys();
for (auto key : keys)
technique->removeFilterKey(key);
for (auto pass : technique->renderPasses())
pass->addFilterKey(fboPass);
}
}
// Torus
Qt3DCore::QEntity *torusEntity = new Qt3DCore::QEntity(rootEntity);
Qt3DExtras::QTorusMesh *torusMesh = new Qt3DExtras::QTorusMesh;
torusMesh->setRadius(5);
torusMesh->setMinorRadius(1);
torusMesh->setRings(100);
torusMesh->setSlices(20);
Qt3DCore::QTransform *torusTransform = new Qt3DCore::QTransform;
torusTransform->setScale3D(QVector3D(1.5, 1, 0.5));
torusTransform->setRotation(QQuaternion::fromAxisAndAngle(QVector3D(1, 0, 0), 45.0f));
auto renderer = new Qt3DRender::QGeometryRenderer;
renderer->setView(torusMesh);
torusEntity->addComponent(renderer);
torusEntity->addComponent(torusTransform);
torusEntity->addComponent(childMaterial);
// Sphere
Qt3DCore::QEntity *sphereEntity = new Qt3DCore::QEntity(rootEntity);
Qt3DExtras::QSphereMesh *sphereMesh = new Qt3DExtras::QSphereMesh;
sphereMesh->setRadius(3);
sphereMesh->setGenerateTangents(true);
Qt3DCore::QTransform *sphereTransform = new Qt3DCore::QTransform;
OrbitTransformController *controller = new OrbitTransformController(sphereTransform);
controller->setTarget(sphereTransform);
controller->setRadius(20.0f);
QPropertyAnimation *sphereRotateTransformAnimation = new QPropertyAnimation(sphereTransform);
sphereRotateTransformAnimation->setTargetObject(controller);
sphereRotateTransformAnimation->setPropertyName("angle");
sphereRotateTransformAnimation->setStartValue(QVariant::fromValue(0));
sphereRotateTransformAnimation->setEndValue(QVariant::fromValue(360));
sphereRotateTransformAnimation->setDuration(10000);
sphereRotateTransformAnimation->setLoopCount(-1);
sphereRotateTransformAnimation->start();
renderer = new Qt3DRender::QGeometryRenderer;
renderer->setView(sphereMesh);
sphereEntity->addComponent(renderer);
sphereEntity->addComponent(sphereTransform);
sphereEntity->addComponent(childMaterial);
}
{
auto mainMaterial = new Qt3DExtras::QTextureMaterial(rootEntity);
mainMaterial->setTexture(renderer.texture());
// Sphere
auto sphereEntity = new Qt3DCore::QEntity(rootEntity);
auto cubeMesh = new Qt3DExtras::QCuboidMesh;
auto sphereTransform = new Qt3DCore::QTransform;
sphereTransform->setRotationY(100);
auto renderer = new Qt3DRender::QGeometryRenderer;
renderer->setView(cubeMesh);
cubeMesh->setXExtent(10);
cubeMesh->setYExtent(10);
cubeMesh->setZExtent(10);
sphereEntity->addComponent(renderer);
sphereEntity->addComponent(sphereTransform);
sphereEntity->addComponent(mainMaterial);
}
return rootEntity;
}
int main(int argc, char* argv[])
{
QGuiApplication app(argc, argv);
Qt3DExtras::Qt3DWindow view;
auto renderer = new Renderer;
view.setActiveFrameGraph(renderer);
Qt3DCore::QEntity *scene = createScene(*renderer);
// Camera
Qt3DRender::QCamera *camera = view.camera();
renderer->setCamera(camera);
camera->lens()->setPerspectiveProjection(45.0f, 16.0f/9.0f, 0.1f, 1000.0f);
camera->setPosition(QVector3D(0, 0, 40.0f));
camera->setViewCenter(QVector3D(0, 0, 0));
// For camera controls
Qt3DExtras::QOrbitCameraController *camController = new Qt3DExtras::QOrbitCameraController(scene);
camController->setLinearSpeed( 50.0f );
camController->setLookSpeed( 180.0f );
camController->setCamera(camera);
view.setRootEntity(scene);
view.show();
return app.exec();
}